Map Title =   SkyFortress
Author    =   [[N]][Phase]

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 Features:

 + A second type of ammo and projectiles for the pistol and the stealth pistol.
 + Protected spawn areas.
 + Locker doors which cannot be opened again until they fully reset.
 + Daytime setting.
 + A mover that drags turrets around.

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 Changes made since the previous version:

 + The usual flamethrower was replaced with the modified one. Ammo for it was placed at different locations.
 + Some extra light effects were applied.
 + A glitch that trapped the clients at the spawn areas was solved.
 + The music was changed and some BSP cut errors were removed.
 + A glitch arising from the collision radii of the second level cagelights was also solved.


 Bugs and drawbacks:

 + The view from the spawn areas to the level involves a high polycount, however the combat area does not have this problem.
 + The nature of the structures in this map imply that bsp cut errors are likely to appear, and even though most were found and solved, some may remain. 


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 About the concept:
  
  Just another meaningless map. It occurred to me while making DXMP_AkiraReminiscence.

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 Important:

 This map uses exactly the same class and texture packages the 
AkiraReminiscenceV2 map does.
 
 To play this map you need to put the map file (dx) in your dx maps directory, the textures file (utx) in your textures directory, and package file (u) in your (deusex) system directory.

  If you want to host it you will also have to edit your deusex.ini file and write the map file name in the next free location of the [deusex.dxmaplist] entry. There is a similar list further on stating the recommended number of players (mapsize) for each map, write (2-16) where corresponds. You will also have to find the [Editor.Editorengine] entry and add the line "Editpackages=nphase" towards the end with the other "edit package" lines. 
 
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Further Comments:
 
   Thanks Cyan Fenix for warning me about the texture "Blue Cloud B" which causes the sky zone not to be visible for the client.