        ---------------
         Hypercube
        ---------------

 --= by [WTF?] Empyre =--

Beta 7

This is a standard CTF game that takes place
in the 8 cube-shaped sides of a hypercube.

What you see rotating before you is a three-
dimentional projection of a hypercube.

Scientists discovered this abandoned piece of
advanced alien technology in the next parallel
universe over from Xen space. It was empty, so
they built buildings inside the cubes to form
a scientific outpost to study the technology
that constructed the hypercube. Now a battle
is being waged to control access to this
alien technological wonder.

NOTES

The doors to the enemy base will not open for
you when your team has their flag. You have to
find some other way out.

Legend For Changes

 + Something that has been added.
 - Something that has been removed.
 * Something that has been changed.

Changes in the seventh beta:

 * Fixed all the ladders everywhere so that
     they are easier to use.

Changes in the sixth beta:

 - Eliminated a further 96 point-based entities
     and 24 brush-based entities. I hope this
     will eliminate the server crashes that
     plagued the fifth beta.
 + Added alarm sound when either flag reaches
     the opposing base. Selected a relatively
     quiet alarm sound because a player can
     deliberately trigger it repeatedly (spam).

Changes in the fifth beta:

 * Replaced those ugly cube signs I made with
     high quality signs made for me by the great
     and noble Crafty Barnardo, using his
     Photoshop skillz.
 * Made the cube signs bigger and easier to see.
 * Made it impossible to block gates with SG or
     dispenser. This is something I thought I had
     done in the 3rd beta, but was proven wrong.
 * Made the flag messages team-specific to make
     it easier to make bot scripts.
 * Eliminated the lifts after discovering that
     players were getting stuck on them.
 * Combined entities in connected pairs of gates
     to make them use entities more efficiently,
     eliminating 24 brush-based entities and 48
     point-based entities.
 * Made it possible to build SG on the cap point.
 + Added system to announce location of the flag.

Changes in the fourth beta:

 * Changed the rendering mode for the sniper
     tower railing to solid mode instead of
     the incorrect texture mode.
 * Changed the textures for the cube floors
     and edges.
 * Changed the message for the doors that
     won't open when the flag is moved.
 * Corrected the misshaped walls in resupply
     buildings with removed sniper towers.
 * Made the outdoor light dimmer.
 + Added accent floodlights outside buildings.
 + Added more indoor lighting fixtures.
 * Fixed silent ammo packs.
 + To make sure nobody gets stuck, and
     although no incident has been reported,
     added clip brushes to the bottom of the
     doors that open down, and made sure
     those doors don't close while player is
     standing in them.
 + Added clip brush step to make up-tubes automatic.
 + Added new "room" for info_player_start.

Changes in the third beta:

 * Widened the space between the supports for
     the flagpole platform to allow building
     between them.
 * Changed func_nobuild on walkway in the
     facing buildings to allow building
     anywhere except for the section between
     the resupply and the the ladder up to
     the walkway.
 + While the main building is still protected
     by a trigger_hurt, all the smaller spawn
     rooms are now protected by miniturrets.
 * Eliminated the problem of building so
     close to a gate that anyone teleporting
     to that gate is stuck.
 * Corrected error that displayed 
     #2fort_team_takes_emeny_flag.
     emeny, lol!
 * Moved ladders outside facing buildings a
     little to the left to prevent players
     getting caught on projection of the wall
     up from the front of the roof.
 + Added number signs on the front of the
     facing buildings.
 - Removed one sniper tower from each base
 + Added light fixtures.
 * Corrected phantom floor in midair outside
     respawn in facing buildings.
 * Changed floor subtly while still avoiding
     the dreaded "Black Hand".

Changes in the second beta:

 + Ladders added outside the bases to allow
     entry when the doors are denied your
     team.
 + Numbered signs added to distinguish the
     cubes from each other.
 * Corrected error that displayed "%s lost
     the <team color> flag" on the screen
     insteaed of in console.
 * Corrected almost inperceptable angle on
     the walls on the sides of the entry
     buildings.