--------------------sm_reloaded_b1.bsp--------------------

Title : Siege Mentality Reloaded Beta 1 Filename : sm_reloaded_b1.bsp Date: : 07/03/2004 Author : Mark Simpson (Defrag) Email Address : defrag ( a t ) digwar.com (stop spambots hopefully) Description : TeamFortress Classic CTF map Number of Teams : 2 Recommended # of Players: 14-18

--------------------Technical Details----------------------

Base Used : My original map, Siege Mentality New Textures : Yes, compiled into BSP. Thanks to eat (for converting the JK2 wad), gustavo (for a few wall textures used in the water area) and lucasarts (for the aforementioned JK2 textures. New Sounds : No. New Environment : Yes -- Morningdew. Thanks to the extremely prolific and very mighty pete ;). Pete's Site Editor used : teh_Hammer 3.4 Build time : Roughly 17 minutes with -full vis and -extra rad on Barton 2500 @ 3200 & 512 megs PC3200 RAM.

--------------------Install Information--------------------

Steam Unzip the files to the /steam/steamapps/team fortress classic/ directory with paths enabled _OR_ unzip the bsp & txt files to /steam/steamapps/team fortress classic/tfc/maps and the image files to /steam/steamapps/team fortress classic/tfc/gfx/env. WON Unzip the files to the /half-life/ directory with paths enabled _OR_ unzip the bsp & txt files to /half-life/tfc/maps/ and the image files to /half-life/tfc/gfx/env.

--------------------Play Information-----------------------

Siege Mentality Reloaded - BETA 1 - Standard CTF. Grab the enemy flag from their basement and capture it on the battlements of your base for 10 frags and 10 team points.

--------------------Changes Since Last Release-------------

There has been a great deal of changes, I'll try to run over the main ones. For a start, the front door, water entrance, ramp room, secondary rr passage, respawns and basement/fr in each base have all been totally remade. I've given each change a great deal of thought, and I hope to have created a fun and quite varied map which is easy to learn. There are a lot of cool ramp slides and special tricks you can perform. I'll just leave it at that.

--------------------Notes and Known Bugs-------------------

There is no current buglist, I shall add bugs as they are discovered. I am looking to achieve a well-balanced map that encourages four nicely layered defenders. The top lift is now defendable, the respawns are in such a place that killed defenders are away from their position for a decent amount of time and there are various other things I've done. Any suggestions for further alterations and gameplay considerations are encouraged. Please mail me!

--------------------Thank You To the Following-------------

Eat / Gustavo / Lucasarts / MightyPete / The Wadfather for the map resources. Zoner and the team that released the edited version of Zoner's compile tools, complete with the null texture. You saved me a lot of trouble (and faces being rendered, natch). The FF guys for their encouragement. The R~ (Renaissance) guys for their input. The 404 guys for being .. 404 guys. The WTF? guys even though I've not spoken to any of them (bar chem) for a while because my forum account got deleted by chat bear D:. BluR's face. Merc's face. Robo's face (even though it is permanently obscured by strategically placed yuletide trees).
I shall add further credits as necessary when the map hits full release.