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Title                   : Assassins Gemini Temple Conversion by AI_Tunnleram
Date                    : 5/19/2000
Filenames		: team_gt_rev.bsp

Author                  : AI_Tunnleram
E-mail		        : tunnleram2@worldnet.att.net
Homepages 		: http://clanai.clanpages.com

Description 		: This is a conversion of a Quake II CTF2 map and is my first map
			release. I had to do little modification to this one aside from adding
			team safes, team identifications, lighting, and other entities. 
			
                          
Additional Credits to   : Mark Major for creating the map, Xatrix for Kingpin, and
                          of course Id Software for the engine.

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* Installation *

Unzip the file into your kingpin maps dir.
Example X:\program files\kingpin\maps.

* Play Information *

Game                    : Kingpin
Single Player           : No
Deathmatch		: Yes
Team Deathmatch         : Yes
Bagman			: Yes

* Construction *

Base                    : Conversion from a Quake II CTF2 map
Editor(s) used          : QERadiant for everything
Build Time              : 7 days
Known Bugs              : None, email me if you find any
Compile machine         : Pentium II 450 w/256MB RAM
Fixes to this version	: -make the money fall a little slower
			-make safes open a little slower
			-make high ledges on top of the castles smaller so people can't camp too easily
			-One dragon spawn point was non-team so nikki's would spawn there. Changed that.
			-One Nikki's spawn was set to be a dragons spawn. Changed that.
			-Adjusted outside of the safes so that even if safe is closed you can run around
			it on the platform ledge

* Compile time *

KPBSP			:   19 seconds
KPVIS			:      seconds
KPRAD			: 2938 seconds

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

* Copyright / Permissions *

Copyright (c) 2000 Tunnleram.  
This level may be electronically distributed only at no charge to the 
recipient, and may not be modified in any way. This text file must be
included with the level.

This level may not be distributed on any commercial CD-ROM without
prior, explicit consent from the author.


* Textures Used*

Standard Textures
common/0_sky1
common/molted5 
common/li_sr_v41
common/li_sr_v32
common/li_pv_v1
common/li_sr_v39
bricks/s_rc_c09
bricks/b_cp_v11
bricks/s_sr_m12d
bricks/s_sr_m12b
bricks/b_sr_c05
props/safe_w
props/fire_v1
metals/mt_pv_m14
metals/mt_sr_mn8
metals/mt_sr_v16
metals/mt_pv_m16b
metals/mt_pv_m16bc
metals/mt_pv_m16bb
metals/mt_pv_m16l
metals/mt_pv_m16d
metals/tk_rc_c01
metals/mt_p_v5b
metals/mt_pv_m26y
floors/fl_rc_v3
floors/fl_pv_v2a
terrain/gr_rc_c08
wood/wd_sr_m3b

Added Textures
common/molted4
common/li_sr_v20
common/li_sr_v3
common/li_sr_ma1
common/water5
bricks/b_cp_v4
bricks/b_cp_v5
bricks/b_cp_v26
bricks/b_cp_v9
bricks/b_rc_v4
bricks/c_mf_v7c
terrain/rc_mf_v1a