    																Put Out The Phfire v2.5
												  By Joe Auty (email : joe_auty@kiwi.com)

     Here is the latest version of my Marathon map. It was designed to be a fun network level, satisifying several playing styles. I have spent many hours on this map perfecting it, as well as learning the in's and out's of Phorte 1.0b16/17/18. I truly think that this is a great map. I hope you'll agree. The level is great with more than 4 players. 

     I would greatly appreciate any feedback regarding this map, suggestions for future enhancements, or anything else regarding this map. I had lots of good feedback for my last version of this map, but little suggestions. It is very difficult to be motivated to create maps such as this with no feedback!

ENJOY!!

Enhancements from version 2.1:

- made platforms bigger
- made sniper rooms over rooms at top of staircases
- added lighting effects to rooms with platforms going down
- made some texture alterations
- played with object placement data
- added/removed various aliens
- changed door leading to napalm area so that door doesn't open all the way like in previous versions
- changed the height of the first room inside the napalm area so that the texture on the door does not have to be offset (cosmetic reasons)
- changed platform data (speeds)

Enhancements from version 2.0:

- made a lot of texture alterations
- added a bonus in one of the secret rooms
- offset some textures for cosmetic reasons
- fixed top steps on large spiral staircases
- changed lighting so that light switch only controls polygon lighting in napalm area

Enhancements from original version (v1.0):

- various visual enhancements (eye candy)
- secret doors in the teleport area
- changed power up to 2X power up and added a transporter close by. I found that too many people were running around getting the napalm, and not enough fighting in the larger rooms. The transporter should avoid traffic in the napalm area by providing easy access out.
- enhanced sniper edges overlooking the main room
- made stairs leading to the top of the platform switch
- made stairs leading to windows overlooking giant elevators going downstairs. Players can now perch here, and wait for others to attempt to go below
- played with object placement data a bit, as well as starting points
- changed textures of various polygons
