===========================================================================
Advanced engine needed  : Multiplayer ports (Odamex, ZDaemon, & Zandronum)
Primary purpose         : Competitive and casual Capture The Flag
===========================================================================
Title                   : Smart CTF 2
Filename                : smartctf.zip
Completion date         : 07/02/2021
Release date		: 11/24/2021
Author                  : Luis Armacanqui (aka "Chain" / "Chaindude")
Original music 		: James Paddock and Stuart Rynn
Original logo/art	: Rabotik Artwork
Guest maps		: Ru5tK1ng (MAP16), HumanBones (MAP02 layout idea)
Other files by author   : Lazarus DM and an unfinished Smart CTF from 2011
Misc. author info       : This is my first "official" and complete WAD
			  release. No perpetual beta versions like most of
			  my previous work--this one's for real, baby.
Contact info		: [redacted] - I also go by "(DX) Chain" on
			  WDL, ZDaemon, MDF, USDQC, ZCA, and Odamex discords

Description             : 16 CTF maps for competitive and casual/fun play

Special thanks to	: Ralphis, KBlair, Flambeau, Lil'Ruff, and Denzoa
			  for hosting servers and events with SmartCTF.
			  GhostKiller, Caution, Hardyween, Nautilus,
			  JCD/ZeroDev, Oxyde, Majik, Infer, Rosk1ng, and
			  everyone else that helped playtest and offer
			  useful feedback and critique!
			  Big thanks to RottKing for giving me permission
			  to tinker around with his RottVox sounds so that
			  SmartCTF could have its own announcer.
			  The WDL, Vengeance, and DML leagues for
			  showcasing and choosing several maps in their
			  seasons.
			 
===========================================================================
* What is included *

New levels              : 16
Sounds                  : Yes (key CTF announcer sounds in smartctf-vox1)
Music                   : Yes
Graphics                : Yes, including a F1 help screen maplist by Chain
Dehacked/BEX Patch      : No
Demos                   : No
Other                   : No
Other files required    : DOOM2.WAD; smartctf-vox1.wad (recommended)


* Play Information *

Game                    : Doom 2
Map #                   : 1-16
Single Player           : No
Cooperative 2-4 Player  : No
Deathmatch 2-4 Player   : Technically possible, but not designed for it.
Other game styles       : Intended for Capture The Flag in 3v3, although it
			  has also worked surprisingly well in 8v8. Many
			  smaller maps also work great in Odamex's new
			  Attack & Defend game mode.
Difficulty Settings     : Not in terms of items/placement, but some maps
			  can be played straight while others have an added
			  layer of complexity. Once the individual qualities
			  of each map are learned, it's a lot easier to make
			  reads and predictions on both offense and defense.


* Construction *

Base                    : New from scratch

Build time              : 1 year

Editor(s) used          : GZDoom Builder, SLADE3, and Adobe Photoshop

Indended settings	: Jumping and freelook enabled; fast weapon pickup
			  enabled; 2-way wallruning enabled; silent BFG
			  enabled; plasma bump enabled on Zandronum (for
			  proper wall running); and no air control or
			  acceleration enabled. For both announcer types to
			  work as intended on Odamex, disable "Game SFX" on
			  your Options/Sound Options menu.

Optional settings	: Enabling teleporting projectiles (ZDaemon) adds a
			  cool new layer of strategy and prediction.

Known bugs (Odamex)     : At the time of publication, all waggle effects
			  are not functional on Odamex. Rotation of ceiling
			  and floor textures only works on "flat" surfaces.
			  Sloped ceilings/floors with texture rotation will
			  not display properly. Thunder effects on MAP09
			  (sound + animated sky) do not work. Sky scrolling
			  on MAP13's secondary sky is not functional. Net
			  desyncs can cause perpetual sector sounds on maps
			  with fast/insta lifts and doors. My recommendation
			  is to disable "sector effect" prediction on the
			  Odamex network settings to mitigate some of these
			  quirks (as of Odamex v0.9.3).

Known bugs (ZDaemon)	: At the time of publication, all of the effects
			  and design choices work as intended. The only
			  exception is a slight de-sync on sloped structures
			  that float/waggle (like those in MAP14 and MAP15)
			  while in online mode. Otherwise, all other other
			  sector specials work well online without any
			  de-syncs. Though exactly a bug, but if you want
			  to see the console background, you must enable the
			  function: conbgdshaded 0

Known bugs (Zandronum)  : At the time of publication, all of the effects
			  and design choices work as intended. The only
			  exception is the small 3D floor trick on MAP14,
			  which only shows up properly in software mode.
			  This effect is gone when playing with OpenGL
			  rendering enabled. Otherwise, the waggle effects
			  and other sector specials work perfectly online
			  without any de-syncs.

Known bugs (all ports)	: The maps were designed with software rendering in
			  mind, so a handful of "signature" maps may cause
			  performance issues or slowdowns depending on your
			  game resolution. ZDaemon and Zandronum perform the
			  best at up to 1080p resolution (greater if using
			  OpenGL on the latter port). On Odamex, I recommend
			  using a lower resolution than 1080p. 

* Copyright / Permissions *

This is Doom, so everyone uses everyone else's stuff. I just please ask to
not rip the original music tracks (which were commissioned and made
specifically for this project) for other projects or WAD/PK3s. I made my own
texture recolors and a few custom textures as well, so just provide credit if
the materials proved helpful in your projects :-)

If using any content/maps from this project on a compilation or CTF league,
please retain all of the characteristics from the original release (this
also includes music and logos). If you would like to have alternate versions
of maps (with less detail in out-of-bounds areas, for example), I'd be happy
to work on a modified version to suit your needs.

You MAY distribute this file, provided you include this text file, with no
modifications.  You may distribute this file in any electronic format (BBS,
Diskette, CD, etc) as long as you include this file intact.

* Where to get the file that this text file describes *

The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors
Or you can just join a server with the WAD, and your port of choice should
automatically download it.