[LADT] 4 Pyramids, Build-324
Release Notes
The file, the associated map and intro screen text file are all Copyright © [LADT]Weasel. 
All rights reserved
Required Files:
4Pyramids.BSP -	This is the map itself.
4Pyramids.TXT -	This is the text for the intro screen.
4Pyramids.RTF -	This is the release notes file (the one you are reading).
Distribution:
Please distribute this map only in it's full, original "Zipped" form including all original files (as noted above).  Since this is a beta version of this map, please do not host any Internet-accessible games with this map at this time.  To play this map, copy the BSP file and the TXT file to your "C:\Sierra\Half-Life\TFC\Maps" directory.
Features:
The map basically consists of for large pyramids each serving as a "base" or "fort" for one of four teams - Blue, Red, Yellow and Green.  The goals are the typical Capture-the-Flag (CTF) variety.  This map is compiled to work specifically with Team Fortress Classic (TFC).
I originally had planned for the pyramids to each be in their own canyon-like area (with obelisks and temples around them), and then connect those four areas with some sort of central building or temple.  However, I ran into complier limitations and had to greatly cut-back on the size and complexity of the map.  Maybe later I'll make a 2-team variation and try to re-introduce some of those ideas.
Currently, each pyramid contains:
•	A central stairwell.
•	A sniping area (up top).
•	A front-door entrance to the bottom the stairwell.
•	An underwater tunnel leading from behind the pyramid to a ladder at the bottom of the stairwell.  This tunnel is blocked by debris that can be removed only by the use of a DemoMan’s det-pack.  Re-detpacking this area will cause it to become blocked with debris again.
•	All areas are lit by either torches or back-ground light from the sky.  There are no “technological” light sources (fluorescent lights, etc.).  There are no hidden light sources.  The are also no underwater light sources.  By the way, don't get too close to the fire on the torches - or you will take burn damage!
•	A team flag-room/capture-point area.
•	A team spawn/resupply area, protected by a team-specific door and a “turret” that will fire upon players not belonging to that team.
Revision History:
4Pyramids [Build 324]-	This is the current (and hopefully last) “release” version.  This release fixes the problem with an incorrect version of the BSP file being included in the ZIP.  Otherwise, no changes beyond the fact that it’s what the previous release was supposed to be.
4Pyramids [Build 323]-	This is the first (and was hoped last) “release” version.  It was compiled over the night of September 21st - 22nd 2000.
4PyramidsBeta11 [Build 322]-	Still tinkering with various text and audio messages.  Also changed the respawn time for various power-ups and grenades.
4PyramidsBeta10 [Build 321]-	Still tinkering with various text and audio messages.  Also, dropped the idea of putting lighting into the water-filled tunnels beneath each pyramid.  I like it better dark.
4PyramidsBeta9 [Build 320]-	Fixed door problems, tinkering with various text and audio messages.
4PyramidsBeta8 [Build 319]-	Attempting to fix various text and audio messages.  Doors still didn’t work right.
4PyramidsBeta7 [Build 318]-	Everything worked pretty much as planned.  However, based on feedback from testing, I made the following changes from Build 317:  
•	Changed all doors to auto-open (i.e. open without “using” them).  This should cut-down on the player whining. 
•	I added lights in the water-filled tunnels under each pyramid.  I decided to take the easy way out and use fluorescent light fixtures to get this map done!
•	I also cut way back on the number of grenade packs available in the spawn rooms.  Each spawn room now contains just one backpack with grenades, and it respawns every three minutes.  It contains a “full” load of grenades that will max-out the grenade capacity of any player.
4PyramidsBeta6 [Build 317]-	Fully functional, all bugs fixed.  At least that what I thought at the time.
4PyramidsBeta5 [Build 316]-	It was functional but, bugs found in Beta5 included:
•	Some info_player_teamspawn’s were still messed-up.   Specifically for the Red and Yellow teams.  Blue and Green worked fine.
4PyramidsBeta4 [Build 315]-	Bugs found in Beta4 included:
•	Some info_player_teamspawn’s were overlapping the floor of the respawn rooms causing players to be “stuck”. Not all the power-ups in the spawn rooms were showing-up.
4PyramidsBeta3 [Build 314]-	Bugs found in Beta3 included:
•	Re-detpackable debris blocking the water-filled tunnels under each pyramid was not working consistently.
•	Not all the power-ups in the spawn rooms were showing-up.
4PyramidsBeta2 [Build 313]-	It was functional in terms of having all the required flags, capture-points, team-spawns, re-supply areas, det-packable debris (that didn’t work right), wind sound-effects (that didn’t work right), supply-room door team usage messages (that also didn’t work right).
4PyramidsBeta1 [Build 312]-	It was functional in terms of having all the required flags, capture-points, team-spawns, re-supply areas, etc., but missing some planned features.
Future plans:
At the time of this release, there are no plans for further fixes or feature changes.  Over-all I’m pleased with the look of this map, even though it’s playability is mediocre at best.  It may turn out to be good for very large engagements (24-32 players) either on the Internet are at very large LAN parties.
Acknowledgements:
•	While I did not copy Monty III's "Stone-Torch" directly, I was inspired by it and used his to learn how to create my own.  His torches are available for download as a prefab at http://halflife.gamedesign.net.
•	Thanks to the many contributors at both http://halflife.gamedesign.net and http://info.gamedesign.net for the great map-editing tutorials.  When I get around to it, I plan to upload some of my own elements (the torches and maybe the center staircase).
•	Thanks to the “info_beta” map testers over at http://info.gamedesign.net/beta for their support and  shall we say “generous” feedback.
•	Thanks also to Karl Jones (aka "Handy Vandal") for creating that great index page for all map-editing tutorials from all sources.  Check it out at: http://www.karljones.com/halflife/almanac.asp.
•	This map was created with WorldCraft 2.1, and Zoner’s HL tools.
Contact Information:
I may be contacted by e-mail at either of the following addresses:
weasel@ladreamteam.org, or
ladt@my-deja.com
If you’re really bored, you can also check out the out-of-date official [LADT] page at:
http://www.ladreamteam.org