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Facing worlds for Nexuiz
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The famous Facing worlds CTF map from UT'99 for Nexuiz. 
Note, this is not an exact 100% remake!

Author:
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RUSZKAI "C.Brutail" kos
http://av43.uw.hu
erakionv43@gmail.com

Additional media:
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Egyptsoc texture set: Simon "Sock" O'Callaghan 
		      http://www.planetquake.com/simland
Photorealistic ground: berneyboy
		       berneyboy@hotmail.com
		       http://berneyboy.nav.to/
	 	       http://www.planetquake.com/wtf-q3a/
         	       http://www.planetquake.com/berneyboy/
Egyptian model pack:  Todd Gantzler
Pharao model:         GIJoe
Original lens flare model:     Kirk Barnes

Special thanks:
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Kirk Barnes who kindly allowed me to release his model under the terms of the GPL,
SoH|Tony and MicroSofty from #counterstrike.de @ irc.quakenet.org
who tried to helped me to find GIJoe, who gave me permission to release the Pharao model under the GPL too.:)

Another special thx goes to m0rfar, divVerent (aka div0), and tZork who helped me
beta-testing the map.
Thx goes to tZork for helping me compiling the map :)

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Special Location system
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Thx goes to divVerent again for developing the location system for Nexuiz.

To use the location system, simply bind a key to:

bind your_key_goes_here "say_team I'm at %l"

Only the %l is realy important. After tapping "your_key", it will print out your location on the map.


//FOR MAPPERS:
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Adding location infos in your map is easy. Simply add these lines to your entities.def file:



// =========================================================================
// Teamplay related 
// =========================================================================

/*QUAKED info_location (0 .5 0) (-8 -8 -8) (8 8 8)
Location marker used by bots and players for team orders and team chat in the course of Teamplay games, using %l. The closest target_location is used for the location.
-------- KEYS --------
netname :  name of the location (text string).*/


Now you can use info_location entiy too the next time you start GTK Radiant. The info to print out is stored
with the "netname" key.

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Notes about modified media:
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I had to modify the following models and textures for CTF use:
models: pharao model, ---> pharao_red md3 and head_red.jpg
textures: textures\egyptsoc_trim\v128-03d_r.tga
	  textures\egyptsoc_wall\stone06b_r.tga
	  textures\egyptsoc_trimd\v064-01dr.tga

	  
	  


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Programs used:
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GTK Radiant 1.4
GIMP 2.2.10
modeltool (http://icculus.org/twilight/darkplaces/files/modeltools20051229beta1.zip)


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Greetz:
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All the ppl of the Nexuiz community, and the members of the former LaidBack clan!


Release notes:
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You're free to use and modify the geometry of the map, but please give me a credit then :) (released under GPL)
You're free to use and modify the eons skybox of the map, but please give me a credit then :) (released under GPL)
You're free to use and modify "lens flare" and "pharao" model, as they are released under the terms of the GPL.


Happy capturing and fragging!

Be sure to check out the Noobmaps and Project: Alaris too!

Noobmaps:
http://games43.se/forums/index.php?c=7

Project Alaris:
http://projectalaris.org/

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Release notes:
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Much much bugfixes since beta1k, and geometry changed too. Reworked vis, so it should run faster in some places too.
Most notable is, that I've changed the color of the ground texture, so I think it gives now much much better visuals then used to.
The bridge is lowered, so the sliding down effect is almost gone, running up the bridge is now much more easier. Also you can see to the front of the opposite base, just like in ut99.
On community ask, I've reworked the weapon clips around the Pharaos in the bases, shots don't get blocked now, defense is easier behind them. For the little monkeys swinging around I have prepared a little suprise too.
The whole map got a general facelift. More detail is added to the asteroid, the 3 little floating rocks, ground is phong shaded to smooth out sharp edges. More texture use now illuminating parts, so general look in base is more catchy. But the best part are the bumpmaps. Many thanks to tZork, who made the bumpmaps for the texture set (and generally helped me throughout the designing of the map, same thanks goes to divVerent). 
Full botsupport.

Those who try to re-edit the map, I've included the source map file. I've used the following switches for the final compile:

For meta: -v -meta -samplesize 4 
For vis: -vis -saveprt 
For light: -light -samples 3 -bounce 4

The bsp part took 11 seconds, vis took 2522 seconds (42 minutes), light phase took 323224 seconds (yes, that's more then 89 hours, a total of almost 4 days) on my config:

CPU: Intel Celeron 3.06 Ghz
Ram: 512 DDR2 533
GPU: Gigabyte Geforce 7300 GS



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OLD NOTES, STAYED HERE ONLY FOR HISTORICAL REASONS :D
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Beta 999 note:

This map gave me soo much bugs, that I just got annoyed with it. Probably I won't ever release a final version.
There's nothing wrong (afaik) with the map. Only it compiles in AAAAAGES. And somehow q3map2 is too buggy (or dunno what the problem is, but compiles the map way too slow). The name is BETA999, couse I tried so much times, that I have the feeling this is the 999th time I try to build this map.

Ok. Maybe one day I'll make the final compile, to make the map prettier. Don1t cross yer fingers, or hold your breath, chnces are realy rare. But who knows, this is a realy wicked world ;)

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Beta 1k note:
Well, I kinda made the map further after some community pressure ;) Light is much more reduced, but added some more in the Nex gun rooms. Sorry my dear campers, no more coward lurking in the dark. ;) Added some cool colored lights to the towertops too. :)

ONLY if something critical happens to this map, will I make another one.
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RC note:

FOR ADMINS: DO NOT ADD THIS MAP TO THE MAP-POOL OF YOUR SERVERS, THE MAP IS NOT FINISHED YET!
THIS IS ONLY A LITTLE SNEAK-PEAK INTO THE FINAL RELEASE!

YOU'll find detailed changelog in the final readme file.


This is the release candidate of the map, so it's playable, but has some glitches left.
