(See GAMEPLAY TIPS section below!)
(Reviewers - see my notes in the "bots supported" section)
(Single players - this is a LAN / MULTIPLAYER ONLY map.   Sorry!  :(

================================================================
---UNREAL TOURNAMENT MAP---

Title                   : AIR RAID 2! (CTF)
Version                 : 1.1
                          (the original used "fourth" as music.   I found out
                           later that "fourth" only came with Unreal, but not
                           unreal TOURNAMENT, so changed music to "foregone".)       
Release Date            : September 13, 2000
Filename                : CTF-AirRaid2!.unr     (see CTF-AirRaid! also - a different game!)
Author                  : Jim 'Sonic Mammal' Wyatt
Email Address           : offworld@integrity.com
                             (Any feedback - positive or negative - is welcome!
                             It all helps me improve, and encourages me to keep mapping...)
Web Page                : none
               
Description             : Ride your dropships...
	                  ...and "paratroop" onto the enemy base!
			  (Or...why not just "hijack" one of THEIR attack ships?)
 
Where to get this map   : probably  MappeD     (www.planetunreal.com/MappeD) 
			  probably  NALI CITY  (www.planetunreal.com/nalicity)  
			  or any possibly other websites that carry UT maps!
		          Check www.planetunreal.com for other map hosting sites.

Are there OTHER         : YES.   CTF-AirRaid! (the original) features BIGGER bases
variations of             divided by STARGATES.   This means you cannot see both
this map?                 bases at once (because polycount would be too high and
                          gameplay would slow to a crawl).  BUT, this makes the
                          outdoor areas more fun - try the SKYDIVE platform, the  
                          triangular movers that take you there, etc.   There are
                          also twice the elevators outside, and a bit more deco.
					
Other levels by author  : CTF-AirRaid!  (a variation of CTF-AirRaid2!, with stargates)
			  CTF-AgedVsAlien (my first map.  Dual-themed: Castle vs. sci-fi)

Additional Credits to   : - Jim Scott, Scott Hobbs, Anthony Barta for testing/ideas. 
			  - All who review, host, or play this map.   
                            Thanks!  I hope you enjoy it.
                          - And of course, Epic for making a great game and giving us UnrealEd
			  - I used Inoxx's skybox from CTF-Face, modded for colors and star choice.
                            (Why reinvent the wheel on this part?   It felt best for the level.)
			
======================================================================
--- GAMEPLAY TIPS AND NOTES ---  (normal technical info on "play" and "bots" is below)

*  Set AIR CONTROL to 35% (the default) or greater.
*  ELEVEN paths to the flag; NINE of them are exits also!
	1.  Go in front entry, take a left.
	2.  Go in front entry, take a right.
	3.  Go in the LEFT wing structure of the hangar.
	4.  Go in the RIGHT wing structure of the hangar.
        5.  From the undersea area, take the LEFT ramp up beside the 3 monitors.
        6.  From the undersea area, take the RIGHT ramp up beside the 3 monitors.
	7.  Run on TOP of the LEFT wing, jump onto the top runway!
	8.  Take the elevator in the "slime" area, come up under flag.
            (this is NOT a way to EXIT with the flag).
        9.  Take the RAMP in the slime area that comes up under the flag.
       10.  From the semicircle, ride the platform to the sniper deck.
            Then use the little elevator pad to descend into the flag area.
            (this is NOT a way to EXIT with the flag)
       11.  From the ROOF!  
            (Stow aboard an enemy ship, or ride your LOW RUNWAY ship to the 
             enemy roof.   When you get the flag, you can return to the roof
             by riding the platform in the main hangar that sits beneath the
             decorative diamond window.)
            (Got skillz?  Try dropping from the roof THRU the diamond window!)
*  When riding on TOP of a dropship:  Unreal Tournament does NOT impute
   inertia to players - it is like you are standing still!   So if you
   stand on top of a moving ship and jump up in the air - especially while
   traveling very quickly in space near the stargates - you will be
   left behind, because YOU have no inertia!   So when in ships, keep 
   your FEET ON THE GROUND - use the ramps to move, and don't jump until
   you are ready to leave the ship.
*  The same inertia quirk applies to weapons - so on ships, be VERY 
   careful when firing projectile weapons, especially rockets or the redeemer.
   (Take a practice run to learn how weapons work while riding in a ship.)
*  Because UT does not impute inertia to the player, it is hard to jump
   in the SAME direction the ship is moving when you are on top of a ship.
   But you CAN easily jump in the opposite direction - such as jumping off
   the BACK of a moving ship onto something it has just passed over.
*  You CAN get the REDEEMER and the KEG-O-HEALTH in one jump if you are
   careful.   Stand in back of the hole in top of the giant semicircle
   outside, facing the base.   GENTLY step forward - just tap your forward
   key and let go, perhaps.   This should fly you straight across to the
   redeemer, and when you hit the enemy base, tilt your head back and look
   up at the KEG-O-HEALTH - your momentum should take you UP the side of
   the building to let you get it!
*  When flying over an enemy base, watch out for the "DEATH RAY!"  :)  (This is
   the automatic defense beam that shoots from the glowing triangle on the
   front of the base.   It will violently jar your ship for a second or two.)
   TIP:  For the ship that goes UNDER the semicircle (bottom runway), only
   the FIRST hit will actually shake YOU, the player, where you could fall
   off the ship if you aren't careful or in a strategically braced place
   inside the ship.   The second hit simply shakes your vision, but not YOU.
   The ship that takes the TOP runway will be hit THREE times - only the
   SECOND time will actually shake YOU, the player - the other 2 hits
   just shake your vision.
   Also...yes, you can trigger the death-ray by jumping off one of the 
   corner towers into that general area... I decided to leave this in, as
   it was fun and can catch you off-guard sometimes, especially if it is
   your own base.   (All you "realists" can just pretend that the death-ray
   is motion-sensitive to particular regions of space... he he he).
   STRATEGY TIP:   The "Death Ray" is SMART - it only fires if there is
   a player in the ship!   This is a giveaway that the ship IS occupied!
*  Remember, you can ride ENEMY ships too!   This gives you FOUR vehicles
   to travel between the bases!
*  Note that the LOGO on the side of each ship is significant!
   The one with the PICTURE (of the eagle or the gauntlet) will take the TOP
   runway (that also has the same picture of the eagle or gauntlet).   The 
   ship with the typical team 'LETTER' (the blue "N" or the red "R" shape) 
   will take the bottom runway.    
   Unlike CTF-AirRaid!, the ships in THIS map have DIFFERENT flight paths!
   The ship that takes the BOTTOM runway goes UNDER the semicircle,
   then gives you a chance to jump onto the ROOF of the enemy hangar!
*  The pools above the entrance and the sniper deck ARE deep enough for you
   to jump in from ANY height without getting hurt!   
*  You CAN jump from the top pool (above the sniper deck) all the way into
   the BIG pool!
*  Watch out for the quake when you get the ultra-damage...it CAN throw you!
*  The slime kills you SLOWLY, so don't just give up when you fall in!
   You can often swim to the center platform and get up...
*  There are two elevators that can CRUSH you, so be careful of them:
   - the glowing one on the slimepit catwalks that rises just under the flag
   - the small one in the hangar that descends from the center sniper area
*  REMEMBER - you can SWIM with the flag, coming up just beside the elevator
   tower outside that you need, rather than running exposed all the way to
   that elevator tower!
*  Translocator optional for this level.
   Best translocator trick:   Throw it INTO a ship!  This way
   if you get shaken out of the ship, you can just activate the
   translocator to be back inside!   Or...throw your translocator into
   an attack ship, but stay in your base and pick up powerful things -
   maybe the redeemer, or go to the slime area and get the ultra-damage
   and rocket launcher - then activate your translocator to put you
   into your attack ship which is hopefully over the enemy base!
     
======================================================================
--- PLAY INFORMATION ---

Single Player           : NO - multiplayer only.    

Bots Supported?         : NO!  UT does not support the robust functionality needed
                          to tell bots how to board and exit these LOOPING dropships.
                          (Bots can only board movers - elevators, plats, etc - that have
                          consistent "begin" and "end" points; they cannot comprehend
                          constantly looping movers.)
                          (Because bots do not have ANY pathing, if you try to play the
                          level with them, they will usually just spawn and stand there.)

                          ***NOTE TO REVIEWERS***:  The concept for this level was NOT
                          designed with bots in mind.  I do not believe in restricting
                          creative level ideas just so that bots can always play them,
                          nor do I believe that a level's rating should be reduced just
                          because a level concept was not designed for bots.

                          Suggestion:   Rate this level on a "humans-only" basis, then 
                          simply add a WARNING to your single-player readers to let them
                          know that this is a multiplayer-only level.   (I just don't
                          like to see mappers - not just me, but anyone - penalized for
                          making something fun that UT bot technology is too primitive to use.)

                          (On level designs that bots SHOULD be able to fully navigate, I DO
                          believe in reducing the rating for poor botwork.   However, judging
                          what bots should and should not be able to do requires some
                          knowledge of UT editing mechanincs - such as liftexits,
			  translocdests, etc - and what these can and cannot do,
                          as well as what is NOT available for bot programming...)   

Multiplayer             : Yes.   4 per team or more.
New Sounds              : No
New Graphics            : Just a screenshot  ;)    No new textures.
New Unrealscript        : No
Known Bugs              : Not really.   Sometimes it seems it takes a minute or two
                          for the level to begin to run smoothly; there's a lot to load.
                          So if it starts off 'stuttering' a bit, just be patient...

===============================================================
---INSTALL/PLAY INSTRUCTIONS ---

1.  Unzip the archive.
2.  Put the CTF-AirRaid2!.unr file in your UnrealTournament/Maps directory.
3.  Put this text file wherever you want (perhaps in UnrealTournament/Help).
4.  Run the game!   The map will automatically show up in the selection list.


===============================================================
--- CONSTRUCTION NOTES ---

Editor used             : UnrealEd   (the OLD version  :)
Base                    : new level
Construction time       : waaaaaay too long
Development mode        : Pentium 450 with 3dfx voodoo3 / Glide
Stats                   : Over 1000 brushes, about 1400 lights.


===============================================================
--- AUTHOR'S NOTES---
 
This level was designed for faster PCs 
(targeted polycount of 200-225, nodecount of 400 or so)
probably a Pentium 350 with a vid card and >= 64k RAM.
If it is slow, try reducing your resolution to increase speed; 
also tweak "desired framerate", "texture quality" and other such options.

Note that the ships DO count as visible polygons, adding around
30 polygons on average to a scene when they pass through.

===============================================================
--- COPYRIGHT / PERMISSIONS ---
 
This level is copyrighted in year 2000 by Jim Wyatt.
Authors may NOT use this level as a base to build additional levels.

You are NOT allowed to commercially exploit this level, i.e. put it on a CD
or any other electronic medium that is sold for money without my explicit
permission!

You MAY distribute this BSP through any electronic network (internet,
FIDO, local BBS etc.), provided you include this file and leave the archive
intact.

-------------------------------
UNREAL TOURNAMENT (c)1999 Epic Megagames, Inc.  All Rights Reserved.  Distributed 
by GT Software, Inc. under license.  UNREAL TOURNAMENT and the UNREAL TOURNAMENT
logo are registered trademarks of Epic Megagames, Inc. All other trademarks and 
trade names are properties of their respective owners.
