
================================================================================
* HALF-LIFE LEVEL INFORMATION *
--------------------------------------------------------------------------------
TITLE                   : Theft
FILENAME                : theft.zip
AUTHOR                  : aXon
DATE                    : 05-06-2000
TYPE                    : TFC
EMAIL ADDRESS           : axon@planetfortress.com
HOMEPAGE URL            : http://www.pixelmaps.com/

--------------------------------------------------------------------------------
* LEVEL DESCRIPTION *
--------------------------------------------------------------------------------
Map Objectives:
This is a 3-team map. Blue and Red must take each
other's flags to Yellow's base, similar to "Yellow
Guards". Unlike that map, though, Yellow can also
capture. If they take either enemy flag to the
OTHER enemy team's capture point (blue's flag to
red's cap point, and vice versa) they can score.
The thinking behind this is to reduce Yellow's
tendancy to attack either enemy team's base, since
they'd have to carry the flag a LONG way. Yellow 
also cannot play Scout or Spy, to encourage them 
even more to be mainly defense.

If all that sounded confusing, don't worry.
In-game, when you pick up a flag a text message
appears telling you where to take whatever flag
you got. If you still take the flag to the wrong
capture point, you will be told where to take it
again.

Of course the map can also be played as a straight
up CTF if no one is on the Yellow team. In all
other cases however, TEAMS SHOULD BE PERFECTLY
EVEN. What I mean is that Yellow should have the
same number of players that Blue and Red have. The 
map's scoring is balanced for this case only.

Scoring:

- Blue Team scores 10 points every time they
  capture the Red flag.

- Red Team uses the same scoring as Blue.

- Yellow Team scores 5 points per capture, since
  they (in theory) have twice the potential to
  cap.


Important Note: apparently the Linux distribution of HLDS is 
missing some sounds that are included in the Windows DS 
software. Those sounds have been included, as they are used in 
this map. You only need to unzip them if you are a server admin 
running Linux. Not unzipping these files results in a 
crash-happy map.

If you are running Linux, unzip these files into 
"Half-Life\tfc\sound\items":

damage3.wav
health1.wav
itembk2.wav
protect3.wav
r_item1.wav

--------------------------------------------------------------------------------
TEAMFORTRESS CLASSIC    : 3 Teams
                          8 Player Respawn Points per Team
SUGGESTED PLAYER LOAD   : 9-24

--------------------------------------------------------------------------------
* CONSTRUCTION *
--------------------------------------------------------------------------------
MAP BASE                : New Map
PREFABS USED            : None
EDITOR(S) USED          : Worldcrash 2.1
OTHER UTILITIES USED    : Zoner's Compile Tools v1.62
                          The Half-Life Compilation Controller
                          Both tools are available at the HLERC:
                          http://halflife.gamedesign.net/

KNOWN BUGS              : None

COMPILE MACHINE         : Home Built P2-450 w/256 megs, GeForce 256

QCSG  TIME              : 177 seconds (2.95 minutes)
QBSP2 TIME              : 111 seconds (1.85 minutes)
VIS TIME                : ~1200 seconds (~20 minutes)
QRAD TIME               : 7517 seconds (125.28 minutes, ~2 hours)

--------------------------------------------------------------------------------
* OTHER LEVELS BY THE AUTHOR *
--------------------------------------------------------------------------------

Absolute Zero
Sniper Zone
Octolab (for HLDM and OpForDM)

--------------------------------------------------------------------------------
* SPECIAL INSTRUCTIONS / ADDITIONAL INFORMATION *
--------------------------------------------------------------------------------
- Func_nobuild brushes are used liberally. You
  absolutely cannot build in the respawns, and
  the water tunnels are also off limits for SGs.
  I'm not anti-engy; in fact, I usually play engy.
  It's just that the tunnels are fairly small,
  and because grenades won't fly far in water it'd
  be damn near impossible to destroy an SG in
  there.

- You can't build on anything you can see through.
  This means grates mainly. This is a problem with
  TFC, not my mapping. You can't build on
  func_walls.

- All railings and ladders can be shot through,
  but not gratings.

- This is a BIG map. Even though dropped flags
  stay on the ground longer than most maps (90
  seconds), your offensive runs should try to be
  successful the first time, as it takes a while
  for slower classes to make it across the map.
  This is done to encourage teamplay rather than
  one scout slowly prying the flag out of the
  defense's hands by getting it a foot farther
  out of the base each run.

- There are packs in each of the "sniper towers",
  in each flag room, and on Yellow's battlements
  that supply some health, ammo, and armor to ANY
  team. They also supply one of each type of
  grenade.

- You spawn fully stocked. Yup, even for grenades. 
  The packs in the respawns are instant resupply, 
  meaning you only need one to get restocked.

- Yellow team members should not try to carry 2
  flags at once.  Normally I'd make it so that you
  just couldn't pick up the flag at all if you
  were already carrying one, but a "feature" of
  TFC's code won't let me do this AND let 2 teams
  pick up a flag. So instead picking up a second
  flag returns the first one you had to its base.

- When playing on the yellow team, remember that
  the first line of the "flaginfo" display refers
  to the Blue flag, and the second line to the Red
  flag.

--------------------------------------------------------------------------------
* CREDITS *
--------------------------------------------------------------------------------
My Playtesters          : For showing up to the playtests.
Info_beta               : For putting the map up for testing.
                          http://info.gamedesign.net/Beta/index.htm
Info_design             : http://info.gamedesign.net/
HLERC                   : http://www.valve-erc.com/
Flintman                : For helping me improve on the lighting and planting 
                          the idea to remove some of the classes for Yellow.
Zoner                   : For the much improved compile tools, and helping
                          me out when I hit some compiler limits.
theAntiElvis            : For the Half-Life Compilation Controller
Anyone I missed         : Sorry I did. :)


================================================================================
* COPYRIGHT / PERMISSIONS *
--------------------------------------------------------------------------------
Authors MAY NOT use this level as a base to build additional levels.

You MUST NOT distribute this level UNLESS you INCLUDE THIS FILE WITH
NO MODIFICATIONS. If you don't co-operate, then DON'T DISTRIBUTE IT
IN ANY FORM.

This LEVEL may be distributed in any means provided I give permission first, 
and any terms I present at that time are met. (e.g. you send me a copy of the 
magazine and/or CD)

The included skybox may be distributed by any means, but is governed by the same 
terms as the level itself (see above paragraph). The improved materials.txt file 
may be distributed by any means without my permission.

I am not responsible for any damage this level may incur upon anyone's computer.

If you have a question, comment, or problem with this map, 
please contact me (axon@planetfortress.com).

Theft and all accompanying materials, except for the 
included sound files, are Copyright  2001 Robert Stephens.

The included sound files are Copyright  Valve, LLC.