CTF-GhostTrain][
A map for the Levels4you Bonus Pack

Note-Serene.ogg, the music file for this map, is included in the 
Community Bonus Pack volume 1. If you didn't get it, that music file is 
included in this pack.

No one knows how these empty train cars move across the desert, but it is well known that they are a perfect way of getting around. Originally, getting aboard one was impossible, simply because they never stop moving. But a fusion of Gen Mo'Kai and human technology has changed that. Now, fast-moving stations circle the desert cities. From this close range, poeple can be teleported to the stations to board the trains connected to them. One of these stations has been converted into an arena. Normally, force fields prevent you from falling off, but they have been removed...so watch your step! A section of it was blasted off recently, but it was automatically replaced with an invisible forcefield bridge; be careful, though, because it won't stop enemy bullets! The jet trams are useful for escaping pursuers. The truck carrying the power crystal has not only a superweapon, but a nice sniping spot. If you're feeling daring, turn away from your flag base train as you leave the spawn train and jump into the puddle for the most insane way of getting around you've ever seen! And if you wish to reach the central island platform, you must ignore your fear of falling...

Has lots of narrow platforms criscrossing between the two train cars
(the flags are in the train cars, and the spawnpoints are in separate cars). Three
almost ridiculously distinct routes to the enemy flag(there's only 
one place they connect, and it only connects two). Items aren't hard 
to find, but you get more and better ones on the longer routes. Don't
fall off-the whole level is moving very fast, so you will die instantly
if you hit the ground! There is only one good sniping spot-that is, 
only one place where you can get more ammo-and it is way out on a truck
carrying a power crystal. Putting sniping guns in the bases here would 
be total chaos. So, it's very important to hold that area-your snipers 
will find it hard to stop anti-sniper assasins, so keep them guarded!
The puddle warp tunnel mentioned above has a useful feature for defenders-
when someone flies out of one, the color of the flames following them tells you what team they are on, and whether you need to stop them!

Weapons: All except the classic sniper rifle and the assault rifle.
Superweapons: One Ion Painter.
Botpathing: Fully botpathed; bots use all the routes to the flag, and
defend yours very effectively. Oddly, though, unless you order some of
them to defend, they will just go on an all out attack...I don't really know why
they do this, but order two of three to defend and your flag should be safe.
They probably won't bother to go to the sniping area out on the truck; if you 
want a bot to snipe, lead him out to the rifle and tell him to hold position
so you can get back to fragging. 
On this map, using high-level bots is a really bad idea--not because you will
lose, but because they dodge so much that they fall to their deaths constantly!
On Godlike mode, a bot will suicide almost once every second! So, don't use
high-level bots, unless you need a laugh.

Legal info: This map was created by "Missilemaster" for the Levels4you.com UT2004 bonus pack. It may be distributed only as part of that bonus pack. You may not release a modified version of this map, even as part of the bonus pack, and this readme must also be included and unmodified.