                    In The Land Of Dairy Queen...
                                    "We kill you right"

From stompbox@wolfenet.com

Changes in 1.1:
    Umm, oops. I seem to have broken a bunch of teleporters in 1.0, they're fixed now.
    Fixed a few lighting discrepancies.
    Made all the transporters lights pulsate mildly, just 'cause.
    Fixed some poly's that pfhorte was convinced where bad.
    Corrected my e-mail address in this readme. Altho, the name woflenet, however poorly spelled, does have a ring to it. :)
    decreased the sensitivity of the transitional phase alpha channel modifier reliability control checksum daemon to 0.3%.

This is my first attempt at actually finishing a map, and it turned out quite a bit different than I had planned, but hey, its still good. Its configured to be played either as a single player (which I have tested, and can say that it can get pretty sticky), or as a network map. I could probably suggest you play with 5-8 players, but I wont, since I have no idea what im talking about. It is  big, tho. quite big. with big open areas. quite big open areas. Oh fine, ill just say it... You will need a PowerMac to get a playable frame rate on this map. its painfully slow on my Centris 610, but still fun if your up for a challenge.

I could probably also say that this map is pretty good for lurkers, or sniping, but again, I have no idea what i'm talking about. While playing alone, you'd best keep moving, for fear that a purple trooper come up behind you. Or you could just stand there, if your in to self mutilation, to each his own.

Please please please please please please send me feedback! how's the network playability? Are there enough weapons? too many aliens? enough ammo? too many bobs? wanna mailbomb me? feeling especially stressed about something growing in your fridge? Wondering why that guy driving the bulldozer is smashing your house? EMAIL ME! If you sent me a note about 1.0, it didn't get to me. the email address in the readme was wrong. :P

This map was created entirely with Pfhorte 1.0d23, over the period of two or three days. 1.1 was fixed using 1.0d25, which found some bad poly's which didn't seem to be bad. oh well.

Thanks to FrigidMan of IRC #marathon for help thwarting the omnipresent "invisible wall" bug, Bungie, for reasons too obvious to mention, and Steve Iraelson, for his way-cool (and getting way-cool-er all the time) map editor. And while I'm at it, thanks to every single stinkin' person on IRC #marathon. Fire up homer and give 'em  all a big kiss!

And they all lived happily ever after, The End