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***                                                                       ***
**                            CTF.wad Level Reviews                        **
***                                       by Dom Rougier (Busted Corpse)  ***
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if any of the below do not give credit to the map authors, then I know not
who they are. If they would llike to enlighten me then they shall be credited

Map 01 -- Ctfpack map 1 by Richard Clark

	This is a cool map :)

	The arcs of fire on this map are open and huge, and yet your 
	movements are restricted.
	Bot navigation is good, as with all of these maps and there are
	some excellent defensive areas.
	I have found a nice rocket jump from the top of the central tower
	by the megasphere, this allows you to jump the entire staircase and,
	with careful timing, plant two rockets inside the enemy base,
	while you rush up the stairs
	
	As with all four of the ctfpack maps, I have added nodes and updated
	the architecture to work with the Doombot 4.0

Map 02 -- Ctfpack map 2 by Richard Clark

	This map looks great, mainly by virtue of it's gothic textures.
	The original map had nodes in the shape of a figure of eight, but
	when I renoded, I gave the bots a more efficent 
	(and presumably realistic) route, which has the downside of them not
	heading for the megasphere very often
	
	Flag Capture on this map is tough, especially as the respawn points
	make excellent sniping zones, and half a dozen rockets coming at you
	often offends :)

Map 03 -- Ctfpack map 3 by Richard Clark

	This tech-base map got away with having just 6 nodes (!), 
	but the map plays well nonetheless. 
	
	This one can be quite easy, with just a couple of danger areas to
	burn your way through.

Map 04 -- Ctfpack map 4 by Richard Clark

	Somehow, the Doombot seems to behave amazingly lifelike on this map,
	Heading straight down the central corridor for flag captures, or
	round the sides when the flag has been taken.

	The map can be very difficult, especially if one of the enemy bots
	takes to camping on the flag, as they often do.

Map05 -- QDCTF by Sgt Crispy

	This is a "corridors" type CTF map (as opposed to a "bases" map)
	which generally means that getting the flag is easy, but getting
	back with it isnt :)
	Also, when you do make it back, more often than not the bots have
	stolen your own flag, and you've got to go out there and hunt it down

Map06 -- Tunnel Ctf by Busted Corpse

	This is just another simple corridor type Ctf map.
	Bot navigation could be a lot better. 
	
map07 -- CtfLevel

	This map, packaged with the Doombot 4.0, is based on a Quake Ctf
	level (I think), and is fairly open and easy to move around in.
	The flags seem to spend most of their time outside their bases,
	and it is hard to defend against an attack.

map08 -- 2FortCtf

	This is the most complex map in this megawad, and (at least on my
	machine) it can slow things down somewhat.
	This time he uses 295 nodes in this bases ctf level, which has good
	defensive capabilities and not a bad offense either.

map09 -- Toofort

	This is a fantastic map.
	Based on a (THE) Team Fortress map, it was always going to be good,
	there are two bases, seperated by a bridge.
	Each base requires all traffic in or out to flow through one small
	room, making defence exceptional.
	Dont expect too many flag captures here, despite the many routes in,
	And watch out for any player snipers on the rooftop

map10 -- FortCtf

	This was the first map I ever noded for, as it came with the 
	doombot 4.0, and did not have a node file.
	It again has two bases, which are seperated by a faked 3d bridge.
	There are some fantastic sniping points here, but the majority of 
	deaths will occur just inside the main gates as the two respawn
	points face each other here.
	
	I've made some slight changes to this map to make the teleporters
        work, and the water hurt you (and the bots if you are playing 
	doombot 5.0, and you can stand the inane bot chat)

map11 -- Rctf1 by Richard Clark

	Another "corridors" ctf map, this also using gothic textures.
	like most corridor maps it is quite easy to get the flag, but hard
	to keep hold of it :)
	It's also actually possible to take a wrong turn or two on this map
	in the heat of combat, increasing your chances of being reduced
	to a thick yellow spray.

map12 -- Rctf2 by Richard Clark

	This is another tech-base map, this I think is the only map here to
	take advantage of Boom/Zdoom effects like deep water and transparent
	walls.

	This is an unusual map, because it is not symmetrical, the flags 
	being at 90 degrees to each other instead.
	
	This map I actually found the toughest to win against, regardless of
	which side I played.

Map13 -- Evil CTF by Sgt Crispy (seperate file)

	This is a nice ctf-bases map.
	Two bases, with a central kinda-neutral-base-thing in the centre.
	Defence is reasonable, attack is reasonable.
	A well balanced map, even if it does have 375 nodes ;)

	This was meant to be part of the main wadfile, but some texture
	troubles prevented this from being so :(
	
	(okay, so I'm lame at using wintex... sorry Sgt.)

Well, thats it. 

I hope you enjoyed this collection, and if I can find another dozen or so
CTF maps, I shall put them together in a sequel.
	
	Hell, I might even do more of the work myself next time :)

						Dom Rougier (Busted Corpse)
	
	