Background:  This is a remake of the classic 2fort.  The purpose of this remake is to achieve a better state of play via fixing a few problems, namely:
A: Remove the ability for engineers to build in respawns and resupplies, thereby ensuring defenders killed leave a hole in the defence for longer than 3 seconds
B: Marginally widen some spam-prone locations such as the spiral and lift bottom
C: Remove a few grenades from each bag, thereby ensuring less spam is available
D: Fix many of 2fort's niggles, such as the lift resupply turret maiming offence members when a defender opens the door (skill no, lame yes, effective -- sadly yes)

The name is just a nice imitation of QWTF's 2fortX (x being release version) coupled with the fact it's 2004.. 2k4 .. 2fort4 .. 2kfort4.  Woei.

--------------------2kfort4.bsp----------------------------

Title : 2kfort4 Filename : 2kfort4.bsp Date: : 14/03/2004 Author : Mark Simpson (Defrag) for remake / Valve Software for original Email Address : defrag ( a t ) digwar.com (stop spambots hopefully) Description : TeamFortress Classic CTF map Number of Teams : 2 Recommended # of Players: 10-16

--------------------Technical Details----------------------

Base Used : The original 2fort, I decompiled it to ensure valve's dimensions were retained. Many of the dimensions have been purposely altered for gameplay reasons. Everything was built from scratch. New Textures : Yes, compiled into BSP. Thank you to ID software for the castle stuff and to uBeR for converting a lot of it. I re-did / recoloured quite a few of the textures, too. New Sounds : No. New Environment : Yes -- Fullmoon. Thanks to [WTF?]MoOg. Few custom skies have me struggling to pick something else.. ;) Editor used : Valve Hammer Editor 3.4 Build time : Roughly a day and a half for the main construction.. most of the time expended afterwards was getting feedback and tweaking things. Compile time : Roughly 17 minutes with -full vis and -extra rad on Barton 2500 @ 3200 & 512 megs PC3200 RAM.

--------------------Install Information--------------------

Steam Unzip the files to the /steam/steamapps/team fortress classic/ directory with paths enabled _OR_ unzip the bsp & txt files to /steam/steamapps/team fortress classic/tfc/maps and the image files to /steam/steamapps/team fortress classic/tfc/gfx/env. WON Unzip the files to the /half-life/ directory with paths enabled _OR_ unzip the bsp & txt files to /half-life/tfc/maps/ and the image files to /half-life/tfc/gfx/env.

--------------------Play Information-----------------------

2kfort4 - Standard CTF. Grab the enemy flag from their basement and capture it on the battlements of your base for 10 frags and 10 team points.

--------------------Changes Since First Release------------

Not too much, just general tweaks and things. The main things: * Remade flags and cap points using entities to try and eliminate the "you captured the flag" message being delivered to all players for whatever reason (weird bug!) * Optimised some parts using the null texture on hidden faces * Added respawn turret to lift resupply in the corner so it cannot shoot offence members outside, but will protect defenders in the resupply * Moved grenade bag @ tsp up a few virtual feet so offence members do not take it by accident any longer * Added a secondary grenade to the far respawn's grenade bag so offence members can prime whilst picking up the bag and receive full concs * Optimised func_illusionaries in various parts of the maps by grouping them together where possible (engy sg building not affected) * Moved lift trigger so it behaves in the exact same manner as that of the original 2fort elevator * Lowered lift doorway in line with the original (no more snagging whilst concing / RJing to bottom lift area) * Lightened things a little more from b1 * Removed protection to stop flag being thrown on top of the battlements because it impeded throwing grenades / pipes etc over the hut (be careful!) * Added BluR's face (excellent, if I may so bold as to comment myself) * Straightened grenade bags in far respawn (they were slightly squint... yes I'm sure you're reading this and care!) * Added the fullmoon sky * Slightly blue-ish lighting added * Some other minor things I can't remember now :<

--------------------Notes and Known Bugs-------------------

There are no bugs of which I am currently aware. Please let me know if you find any!

--------------------Thank You To the Following-------------

r~ for all members' thorough help in playtesting The 404 guys for being .. 404 guys The WTF? guys even though I've not spoken to any of them (bar chem) for a while 'cause I couldn't load the forum All Far2cool / UKTFCL forum members for helping suggest and debug the map! All Catacombs forum members for providing me with the same service, cheers! Darth Greg for supplying me with a pickup HLTV run on the first beta The admins of #tf.gather for running quite a few pickups on the map The admins of the aS| server for running the map the moment it was into beta I would mention more specific individuals that helped me more than most, but the UKTFCL forum doesn't have a search function and cats still won't load for me (either DNS is broken or I'm banned :P) so I'm typing this out of (my non existent) memory MoOg for the sky ID for the textures uBeR for the original texture conversions The FF guys for their encouragement.