============================================================================
 How to make your own Q2 KICK maps
============================================================================

I'm assuming you already know how to make Quake2 maps and how
to use new entities so I'll only give the necessary details.

HOW TO SETUP GOALS:
-------------------
Basically, all you have to do is make the surface of any brush
a 'goal1' or 'goal2' texture and it will become a goal.

Goal1 is team blue's goal, and goal2 is team orange's goal.

A ball is scored if the it's directly over the texture.  It
doesn't have to touch the texture or the brush.


PLAYER STARTS:
--------------
Use info_player_team1 and info_player_team2 for team start
positions.  If a player dies, they will respawn at there also.

info_spectator_start is used for spectator start positions.
Spectators should be given an area to stay without interfering
with the game.

If there are no info_spectator_start positions in a map,
info_deathmatch_start will be used instead.  However,
spectators who spawn from info_deathmatch_start will not be
physically present.  (They will be in freecam mode only.)


TEAM DOORS:
-----------
If you want to make a door not accessible by the other team,
just add the key :

team_owned #

to your door entity.  # is 1 or 2 where 1 = blue and 2 = orange.
That means if team_owned = 1 then only blue team players can
open the door.

SCOREBOARDS:
------------
These are model entities.  Just place them anywhere in your map.
See entities below.


NEW ENTITIES:
-------------

/*QUAKED info_player_team1 (1 0 0) (-32 -32 -24) (32 32 -16)
team1 start spawn points
*/
/*QUAKED info_player_team2 (1 0 0) (-32 -32 -24) (32 32 -16)
team2 start spawn points
*/
/*QUAKED info_spectator_start (1 0 0) (-32 -32 -24) (32 32 -16)
spectator start points
*/
/*QUAKED scoreboard_team1_digit1 (1 0 0) (-13 -24 -37) (13 24 37)
team1 scoreboard digit1
(the tens digit)

use angles
*/
/*QUAKED scoreboard_team1_digit2 (1 0 0) (-13 -24 -37) (13 24 37)
team1 scoreboard digit2
(the ones digit)

use angles
*/
/*QUAKED scoreboard_team2_digit1 (1 0 0) (-13 -24 -37) (13 24 37)
team2 scoreboard digit1
(the tens digit)

use angles
*/
/*QUAKED scoreboard_team2_digit2 (1 0 0) (-13 -24 -37) (13 24 37)
team2 scoreboard digit2
(the ones digit)

use angles
*/
/*QUAKED info_ball_start (1 0 0) (-32 -32 -32) (32 32 32)
ball starts and spawns here
in Gametype 2 and 3
*/
/*QUAKED info_ball_return (1 0 0) (-32 -32 -32) (32 32 32)
ball returns to nearest
info_ball_return spot
if it goes out of bounds
*/
/*QUAKED team1_boundary (.5 .5 .5) ?
team1 boundary
all balls that touch this will
respawn at  nearest info_ball_return

Any player from the other team
touching this will also respawn
there too.
*/
/*QUAKED team2_boundary (.5 .5 .5) ?
team2 boundary
all balls that touch this will
respawn at nearest info_ball_return

Any player from the other team
touching this will also respawn
there too.
*/
/*QUAKED kill_ball (.5 .5 .5) ?
Ball will die if it touches
this.

In gametype 1, the ball will permanently
die.
In gametype 2 or 3, the ball will just
respawn back at info_ball_start
*/


MISC. MAPPING NOTES:
--------------------

Make sure, there are no places where the ball might get stuck.

If there is any lava or stuff then use 'kill_ball' brush ent.

Teleport destinations do not have those ugly pads underneath.
Feel free to teleport someone to mid air.

If you're making a map for a specific gametype or configuration,
then make sure you let the server operators know so they can configure
your map properly.

If you make any cool new maps then please let me know.

That's it and have fun.


Some cool map ideas
-------------------

How about adding crowd ambient sounds and stuff or include a goal.wav
file with your map that servers can use with your map when goals are
scored.

Try adding scoreboards to your favorite Quake 2 Deathmatch maps.

Or make a map that have verticle hoops/rings as goals.  Just place
them up in the air or against a wall somewhere.


