***IMPORTANT***
1.  This map is intended for online play ONLY.  Bots are not scripted to work with this gametype, and thus, run around like idiots.
2.  This map is targeted at mid-high end machines.  Poly counts cap at 230 in two areas, and average 100 in most areas.


  _____ _______ ______      _    _       _          _     _
 / ____|__   __|  ____|    | |  | |     | |        (_)   | |
| |       | |  | |__ ______| |__| |_   _| |__  _ __ _  __| |
| |       | |  |  __|______|  __  | | | | '_ \| '__| |/ _` |
| |____   | |  | |         | |  | | |_| | |_) | |  | | (_| |
 \_____|  |_|  |_|         |_|  |_|\__, |_.__/|_|  |_|\__,_|
                                    __/ |
                                   |___/

==========================================================================
Title                   : CTF/AS Hybrid
Version                 : UT v1.0
Release Date            : 12/25/2000 (Merry Christmas!)
Filename                : CTF-Hybrid.zip
Author                  : Hunter "_UE_Hunter" Wiebush
Email Address           : Hunter@UnrealEngine.com
Description             : Assault / CTF Hybrid for 16 to 32 human players.
Other Maps by Author    : Visit http://uedesign.unrealengine.com for a full listing
Where to get this map   : http://uedesign.unrealengine.com
Additional Credits to   : Epic Megagames (http://unreal.epicgames.com/)
                          My beta testers:
			  _UE_Zombie, _UE_Dolven, Garrett, Surebrec, and clan [pi8]
==========================================================================
--- Play Information ---
Game                    : Unreal Tournament
Level Name              : CTF-Hybrid

New Sounds              : No
New Graphics            : Yes (They are all in the MyLevel package, no need to worry over .utx)
Known bugs              : A couple of bsp holes and some strange pure black shadows that annoy the piss out of me.
                             
--- Construction ---
Editor(s) used          : UnrealEd2
Base                    : Scratch
Build Time		: 2-300 hours over 3 months time
Stats			: 2929 brushes, 3051 lights, 13025 polys, 27884 nodes, 59 zones
Compile Time		: 29 minutes w/ Athlon 600 and 256 megs of ram


Installation
------------
	Put Hybrid.u in UnrealTournament\System
	Put CTF-Hybrid.unr in UnrealTournament\Maps

Objective Briefing
------------------
	Basically, at the beginning of the game both team's flag rooms are blocked off from the rest of the base with force fields.  Your own team can venture through these portals, but enemies will be eradicated instantly upon entry.  To open up the enemies' flag room, you must perform a certain chain of events.  First, flip both switches in the enemy base's main hub.  This will open four doors:  two leading to a small room with a wire-mesh floor, and two leading to the reactor room itself.  You can now attempt to destroy the reactor core, although it will be hard to shoot it from so far away on that tiny ledge.  To make it easier, activate the bridge switch in the mesh-floored room.  This will raise two bridges out of the toxic liquid of the reactor room, hence giving a better vantage point.  I highly suggest raising the bridges, as the reactors have a *hell* of a lot of hitpoints.  Once the reactor is destroyed, the four doors that previously opened shut after about 10 seconds, and after that, the entire area closed off fills with a toxic gas that kills you.  Finally, the force fields will have shut down, and the flag is open to be stolen and capped (even if your base's reactor is still intact)
Four warning lights in four ramp rooms will also activate if the reactor is shut down, therefore giving people knowledge if they have joined midway through a game.
	Sorry I couldn't have an in game briefing with f3.  I tried.

Author's Notes
--------------
	Where to begin?  Three months ago when I started construction on this monster, I hadn't a clue what it would turn out like.  I knew I wanted to stray from the beaten path of cookie-cutter CTF and DM maps by doing something no one had tried before.  Something had to be different from the mainstray of 'get flag run back cap repeat'.  Then it occured to me: Why not combine Assault and CTF?  It was certainly possible with the editor, with some drawbacks.  Perhaps a smaller map would been more appropriate, but my hybrid grew to what it is now.  Was it successful?  I hope so, although the complexity has placed this map in more of a Falkenstein class than a playable map.  If anything, it is nice to look at, and shows what the Unreal Engine can do.  (Pun intended :)

Copyright / Permissions
-----------------------

Authors may not use this level as a base to build additional levels without my consent.

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

----------------------
UNREAL (c)1998 Epic Megagames, Inc.  All Rights Reserved.  Distributed by
GT Interactive Software, Inc. under license.  UNREAL and the UNREAL logo are
registered trademarks of Epic Megagames, Inc. All other trademarks and trade
names are properties of their respective owners.
