**** This map designed for the TeamFortress v2.5 and higher quakeC mod ****
Release Date: january 8, 1998
================================================================
Title                   : 2tallforts 0.1 revised!
Filename                : medusa.bsp
Author                  : James I. Battles  aka: Hank or MaTr1X Hank
Email Address           : battles@cybertron.com
web page                : http://okaloosa.com/law/bailbonds
Description             : TeamFortress v2.5+ 2fort style map

Additional Credits to   : My buddy Jeremy morton dba:ENTED
                          He was very instrumental in my entity education!                                                     
                        : -id for making Quake
                          -The guys at TF 
                          -Ben Morris for WorldCraft
                          -My Family for putting up with me!                          
                          -All the map makers of TF Maps 

===============================================================

* Play Information *

This map does not work properly without the TeamFortress v2.5 or 
higher QuakeC patch, which can be downloaded from 
http://www.planetquake.com/teamfortress or from ftp.cdrom.com

TeamFortress		: yes 
Single Player           : Nothing to kill, no oppenent
Cooperative             : No
Deathmatch (2-16)       : I threw in a couple dm spawns
Difficulty Settings     : No
 Sounds                 : list of revisions at the bottom!
New Models              : yes---tt1.mdl
New Textures            : No
New Music               : No
Demos Replaced          : None
AutoTeam		: yes
Hook			: No

* Construction *
                                          "This is a final release "
                                       unless there is a miracle out there!

Base                    I have done all that I can do with this if it still has grey , I 
                        guess we will have to live with it unless somebody comes up with
                        a miraculous idea for a fort that was truly too tall and now 
                        revised and maybe not so tall but still maybe too tall. I don't 
                        know because as I am writing this the vising is about to begin.
                        Anyway I say "learn it , know it , live it, love it! The future
                        will only bring improvement!
                      
Editor(s) used          : WorldCraft
                          ented 
                          wqbsp                          
                          VIS normal
                          Qme-lite
Known Bugs              : No 
Build Time              : 
                 wqbsp  :   161   sec.
           light -extra :   2,652 secs
           VIS -level   :  19,172 secs

* Other Info *   !!!!!!!!!!!!!!!![[[[[[[[RENOVATED]]]]]]]/////!!!!!!!!!!!!!!!!!!
Description: 
                    This is similar to all the rest. you have two forts opposite each
                    other, with a pretty mean snipage setup on the roofs. 
                    I believe in face up confrontation, so get prepared.
                      Steal their flag and head for your fort's basement. There you will
                     find a tunnel, that will lead you to the elevator the scoring point
                    is on the cliff next to your fort,where all the snipage will be going
                    on. There is backpacks abounding , some with ammo , some with armor
                    and some with some of everything including both grenade types and detpacks!
                    Some backpacks can be used by both team and some cannot. 
                    The doors to  the respawns lower are team_no setups to protect us grownups
                    from the cheap kill.I even added some art:)
                    This map is freeware. Enjoy it and remember if you don't like the map
                     It is not the end of the world.
 Excerpt additional: I have added these ring thingies that respawn every 2 minutes
                    for the interest of activity. They give a single player some armor
                    and a couple grenades and 30 second of invisibility:)
                    One for each team assigned to that team just inside their
                    front doors under a picture on the wall.
                      I have also taken out a few things from before and added
                    a few things. I even shortened the height substantually,
                    so I guess you might say this is maybe not so tall 2tallforts!
                    However it is decidedley better!
 Additional B. S. This is an example of a map that is still too tall to vis
                  properly. I have tried and tried but to no great discovery
                  There is still some greying , but it isn't totally terrible
                  unless you are up high and snipers use autozoom so what can
                  I tell you. If anybody knows something like maybe I was thinking.
                  Is there any way you could rig a glass multiple trigger thing
                  that you could shoot through but was sufficient to cause grey
                  away or something. I noticed while playing airscout on well6
                  That no matter what angle or how you jumped in the middle
                  between the two forts there was some kind of strange barrier
                  up high.. Anybody help is welcomed!!! E-mail comment to:
                         -------battles@cybertron.com------            
                                      Thanks!           
 Late breaking update: Monica lewinski is a Rad q2 deathmatcher. She kicked my ass!
                       I asked for a date , but she wouldn't respond :) Do you think
                       She might really be a man ? {;o) I'll bet Mr. Bill Knows!
                       Oh, I was rambling. The update is I have added crows nests.
                       Maybe they will help the vis. They go up high:)
 Installation:     The medusa.bsp is to be extracted via- winzip or what ever
                   unzipping utility you prefer the quake/fortress/maps dir.
                                 Sounds and models
                    Well it is the future now and There is a little bit more
                   complication to everything, but let's hope not much!
                   I have put the sounds in named folders that go in the
                   sound folder in the fortress folder. The only 2 additions
                   are : I changed the sound for grabbing the flag to list
                   from the ID1/sounds/Ambience/Thunder1.wav
                         I added the sound for the new model, and it is in
                   quake/fortress/sound/artifact/pickup.wav
                      The program model eg. tt1.mdl goes in the :
                   quake/fortress/progs/tt1.mdl
       After all is done you can run a -game fortress parameter if you wish
       to check out the map, but it's an internet map. Sorry no monsters:(
       However my revamping of this map was desparatley needed and it paid
       off too! I found more crap out of alighnment than I would have ever
       imagined. So I have a quest now to improve everything I have released
       thus far. I recently released a map called hatfield vs. mcoy and it 
       was of the standard I would like the rest to meet. After that is all
       done I will start on a kind of command point map that will be really
       fun if I can ever complete it. Anyway that's the news from my end of
       the pond.This is all kind of a hobby I guess at least for now So Enjoy!
       Brought to you by: The unknown man with a plan too!  {:o)                                                       
                    NOW GET OUT THERE AND KILL SOMETHING IN A TEAM SPIRIT!
                           No not me! But then again maybe.
 