March 3, 2000
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Title                    : Nuclear Fallout v1.2
Filename                 : nuclear.zip (nuclear.bsp,
					  nuclear.txt,
					  nuclear_info.txt)
Author                   : Private Beavis (Sebastian Magda)
Email Address            : magda@uiuc.edu
Homepage                 : http://free.prohosting.com/~beavis/
Description              : Team Fortress Classic map

* Play Information *

Number of Teams          : 2
Minimum # of players     : 4 (2/team)
Recommended # of players : 12-32

* Construction *

Base                     : None
Prefabs                  : nukeY1 by Yak_Fighter - used as a base and heavily modified 
New Textures             : Yes, embedded in the file.
New Sounds               : No
Known Bugs               : None
Editor used              : Worldcraft 2.1

Build Time               : about 5 months with breaks

* Compile information *

Compile machine          : PIII-500 256MB RAM
Compile tools            : Zoner's HL Tools v1.41
HLCSG Time               : 106 secs
HLBSP Time               : 198 secs
HLVIS Time (full)        : 1359 secs
HLRAD Time (extra)       : 98168 secs (that's over 27 hours!!)

Compile summary:

Object names  Objects/Maxobjs  Memory / Maxmem  Fullness
------------  ---------------  ---------------  --------
models            254/400        16256/25600    (63.5)
planes          16616/32767     332320/655340   (50.7)
vertexes        25466/65535     305592/786420   (38.9)
nodes           10249/32767     245976/786408   (31.3)
texinfos         5238/8192      209520/327680   (63.9)
faces           19265/65535     385300/1310700  (29.4)
clipnodes       30858/32767     246864/262136   (94.2)VERY FULL!
leaves           6136/8192      171808/229376   (74.9)
marksurfaces    24116/65535      48232/131070   (36.8)
surfedges       90896/512000    363584/2048000  (17.8)
edges           46087/256000    184348/1024000  (18.0)
texdata          [variable]      25444/4194304  ( 0.6)
lightdata        [variable]    2249487/4194304  (53.6)
visdata          [variable]     234347/2097152  (11.2)
entdata          [variable]      77070/524288   (14.7)
201 textures referenced
=== Total BSP file data space used: 5096148 bytes ===

===================================================================================
INSTALLATION INFORMATION:

Put everything in tfc/maps/ in your half-life directory.

===================================================================================
REVISION HISTORY:

1.2
	- added key status messages for scouts

1.1
	- fixed elevator door 
	- silo door can't be broken now (it will fix itself after several seconds)
	- added turret in the control room - no more hiding inside
	- the security switch won't work once nuke launch sequence is in progress
	- keys have now build-in delay after the nuke is launched - no more key runs
	- fixed detpack cheat with tunnel door in the control room
	- decreased damage on the tunnel door
	- increased damage on the control room door
	- added more cells to backpacks in the silo complex 
	- added turrets to all resupply rooms
	- front doors in both bases stay open longer
	- lots of message tweaks

===================================================================================
STORY:

A band of doomsday fanatics takes control of a nuclear silo in New Mexico. The 
negotiations with the U.S. Army are at a standoff and the complex is surrounded. 
The tensions inside the group lead to a split into two separate fractions each of 
them holding one launch key and a launch code that works with the other fraction's key.
As one of the fanatics you have to gain control of the other launch key. That's the 
only way to bring the God's wrath onto the unbelievers!

===================================================================================
PLAY INFORMATION:

The map consists of two identical bases and a large underground silo complex. You 
have to take the enemy missile key to the control room located in the silo complex.
The most straightforward way is to go through the main complex entrance located behind 
the loading dock in the middle of the map. Just enter the door with the "Doading Dock" 
sign next to it and keep going.

Once inside the control room you will be safe, as only the key carrier can open 
the control room door from outside. Anyone can open the door from inside just by pressing 
the panel in front of it. 

As you enter the control room you will see a tunnel with a door to your left and a red 
confirmation switch to your right. The tunnel leads down to the launch button, but you 
won't be able to activate it by yourself. In order to launch the nuke you will need to 
let one of your teammates into the control room. He will activate the red launch confirmation 
switch that will enable the launch button. You will have to be with the key in the tunnel 
at that time, as the confirmation switch will also close the tunnel door.

Watch out for the control room security system! Enemy key carrier can activate control 
room security by pressing the "Security" panel in the main room in front of the blue map. Everyone 
inside the control room will get killed by turrets. You have just few seconds to leave the control 
room before turrets activate. However, the security is disabled while the nuke launch sequence
is active and you won't be harmed. Just make sure you activate the launch sequence first.

Have fun exploring the map, as there are many more interesting aspects to it allowing
for variety of strategies.

Some tips:

1. The only way to get out of the nuke blast range is to clear the base. You have to either 
   get to the loading dock, the area above the nuke silo, or hide in the tunnel going
   from the resupply to the silo complex.

2. The fastest way to the control room is through the hole in the silo door right above the 
   nuke. HOVEVER, it will be very painful, so make sure you can survive. Having a teammate
   turn off the coolant valve ensures success.

3. If you control the loading dock you can use the freight elevator to give your teammates
   a quick way to get upstairs. The loading dock elevator can only be operated from the 
   second floor.

4. The back door in both bases CAN be open from inside by spies. Great way to let some heavy
   classes in for a surprise attack.

5. If you accidentally get into enemy resupply room, you won't be stuck. All resupply doors
   can be open from inside by any team.

Have Fun!

===================================================================================
ADDITIONAL CREDITS TO:  

Team Fortress Software and Valve Software for making TF, HL and TFC
Department of Engineering for being one of the greatest support center for mappers
info_beta for playtesting the map
Zoner for creating superb compile tools
Clan WTF? members for support
Anyone else who spend their time testing this map and providing feedback 

Thank you all!

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COPYRIGHT INFORMATION:

Authors MAY use this level as a base to build maps AS LONG AS THEY CLEARLY STATE 
THAT FACT.
 
You MUST NOT distribute this level UNLESS you INCLUDE THIS FILE WITH NO 
MODIFICATIONS!!!. If you don't cooperate, DON'T DISTRIBUTE IT IN ANY FORM!!.
 
This map may be distributed ONLY over the Internet and/or BBS systems.
You are NOT authorized to put it on any CD or distribute it in any way without my 
permission.

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