*** this map is designed for The Weapons Factory mod for Quake 2***
	http://www.captured.com/weaponsfactory/
==================================================================
Title                   : Outpost 1
File name               : outpost1.bsp
Author                  : [BCC]Mantis
Email Address           : mantis@asds.net
Webpage                 : http://bccwf.home.ml.org
Release date:           : 9/5/98
File size               : 1,384,212 bytes
Description             : Basic 2fort style map in a nighttime setting
==================================================================
* Play Information *
Single Player           : No
Cooperative             : No
Deathmatch		: No
Weapons Factory         : Yes
Difficulty Settings     : No
New Sounds              : No
New Graphics            : No
New Music               : No
Demos Replaced          : No
==================================================================
* Construction *
Base                    : Scratch
Editor(s) used          : BSP
Known Bugs              : None
Construction Time       : Approx 2 hours planning, two weeks building
                          (3-5 hours a day) and two days testing.
Compile time            : QBSP3: 10 minutes 55 seconds
                          QVIS3: 24 minutes 38 seconds
                          QRAD3: 32 minutes 4 seconds
==================================================================
*Details*
This is my first released map for Weapons Factory. If you have any
questions or comments, feel free to email me.

Two bases seperated by water with a bridge. There are no moving 
parts in map, which could help lag on some servers. The map is
fairly small, it is meant for 2-16 people, but works with any 
positive number of people. The bridge has a mega health on top 
of it, and if you time your jumps correctly you can jump over 
the bridge, grabbing the mega health, and falling to a nice clean 
landing.

There is no way into the ammo rooms, which is an idea i've always
wanted to see tried in a map. There are only six packs avaiable
to each team after they leave the ammo room. This is designed to
make defense more difficult and add to the value of nurses, depots,
and teamwork.

The spawn area is equipped with three ammo rooms. The player can
choose which he wishes to use and where he wishes to enter the 
level via teleporter. This is designed to help prevent respawn 
campers and to allow players to start where they will be more 
useful, instead of having to run there. The spawn area will push
your character off the spawn point to help prevent telefragging.

Each base has two water filled pipes. In the center of the pipe is
a small passageway which takes you though the base and directly into 
the flag room. Ambient sounds fill the tunnel and pipes, and there 
is a window near the start of the tunnel which allows defenders to 
warn the flag room if they see someone walk by. There are slanted 
brushes around this passageway and in the flag room, which are there 
to prevent a laser defense which "prevents all access to the flag room".

There are three ways into the flag room, but only two ways out. 
Each entrance has its disadvantages and advantages. For a 
successful offensive raid against a well protected flag room, 
it is important to coordinate your team and attack together though
different passageways. This is designed to increase the value of 
teamwork.

===========================
Copyright and Legal Notices
===========================
Permission is granted to distribute in a public forum as long
as this text file is always distributed with it.

You cannot reverse engineer, alter, modify or in any ways change
the *.bsp or text file and then redistribute it without expression
permission from the owner.