Game:			Rune
Map Title:		The Map With The Trap
Released:		Apr 16, 2001
Filename:		DM-CTT-TrapMap.zip
Author:			Konrad "Kontrol" Rolle
E-mail:			kontrol@web.de
Gametype:		Capture the Torch for TrapMap
Number of Players:	12 player starts
Time Spent:		several weekends

English:

Instructions: 
1. Read this file.
2. If you haven't got Capture the Torch installed, download it from one of the major rune sites
   (runenews.com, runecenter.com etc.).
2. Place CTT_for_TrapMap.u and CTT_for_TrapMap.int in Rune's system directory.
3. Place DM-CTT-TrapMap.run in the maps directory.
4. Servers must add the line "ServerPackages=CTT_for_TrapMap" at the end of the [Engine.GameEngine]
   section of the rune.ini-file.
5. Start Rune and select multiplayer game.
6. Choose DM-CTT-TrapMap.
7. Now, when opening the "modes"-tab, "MHz's CTT for TrapMap" should appear, in addition to normal
   Capture the Torch.

Notes:

This is my first map for Rune or any other game, so please feel free to send me comments or suggestions
to the above-mentioned e-mail address (also if you review the map).

Since I haven't really tested the map yet I'm not quite sure how well it will work in a "real" game.
Gameplay-wise it's geared towards teamplay (timing being an especially important factor) and should
easily support the 12 player-mark. However, due to the high poly-count, this might not always be
possible. There's some new code included with the map which modifies the victory-conditions for
"Capture the Torch". New objective is to bring the enemy's torch to the small leviating fortresses
behind each base, the gates of which can only be operated by switching a lever at the enemy's castle.

When you first start the map you should find yourself in the top-chamber of a little fortress.
There is a hole in the floor that directly leads to the enemy-torch. However, while getting the torch
might be easy, bring it home isn't. Every castle's top chamber features a teleporter that will have
opponents materializing right in front of you! And what's worse, a trap threatens to crush the player
as well. The aisle into which the player has been dropped can only be escaped through
a) Death
b) A door in the floor that only opens if your team-mates operate the correct switch
c) Fighting your way to the small podest that offers protection from the relentless trap,
   running through the rule while being pursued by enemies only to find yourself in an arena
   that will allow only one player to emerge alive and carrying the torch.
The two bases are separated by a bridge. There are two bloodlust-runes in each base which will only
be inaccessible during a very small period of time. In the center of the bridge there's a hole
leading to switches opening the escape way from the tunnel as well as leading to the above-mentioned
"arena". There are elevators inside the the spires that lead to a stretch of land underneath the
bridge where two Dwarven Work Swords are located. Other weapons can be found on two narrow sidewalks
of the bridge.

This map may be freely distributed by anyone. However, please don't tweak it and DON'T try to make
money from it.

If you wish to use the new source-code added by me in a level you have to define certain zones
as "CTTTInfo" (inherited class from ZoneInfo) and set the flags "bIsBase" and "TeamNumber" accordingly.

Deutsch:

Anweisungen:

1. Besorg Dir eine Kopie der "Capture The Torch"-MOD von einer der bekannten Rune-Seiten.
2. Die Karte enthält neuen Programmcode, also mußt du die Dateien "CTT_for_TrapMap.u" und
   "CTT_for_TrapMap.int" in den Rune-Systemordner kopieren.
3. Plaziere "DM-CTT-TrapMap.run" im Ordner "\rune\maps".
4. Wenn Du einen Rune Server eröffnen willst mußt du die Zeile "ServerPackages=CTT_for_TrapMap"
   unter [Engine.GameEngine] in der rune.ini hinzufügen.
5. Der oben erwähnte neue Programmcode verändert die Siegesbedingungen für "Capture the Torch".
   Der korrekte Modus ist dabei jetzt "MHz's CTT for TrapMap".
6. Wähle "DM-CTT-TrapMap" als Karte und klicke auf Start.

Die Karte ist grafisch sehr komplex und möglicherweise kann es schwierig werden sie mit 12
Spielern zu spielen. Der neue Programmcode verändert die Siegesbedingungen so, daß man jetzt nicht
mehr die gegnerische Flagge zur eigenen bringen muß sondern zu einer kleinen Citadelle die sich
jeweils hinter der eigenen Festung befindet und sich nur öffnet wenn man einen Schalter an der
gegnerische Basis betätigt.

Wenn man die Karte startet befindet man sich in einem Raum in dessen Boden sich ein Loch befindet.
Das Loch führt direkt zu der gegnerischen Flagge. Durch einen Teleporter in jeder Basis werden
allerdings schnell Gegner erscheinen und die sich unaufhaltsam auf den Spieler hinbewegende Falle
verschärft die Lage noch!