Special Thanks : Evil Lair and Moji, who both made me some textures when I asked nicely.
They turned out brilliantly. Thanks a lot guys.
Thanks to : Evil Lair for his enormous texturing talent, and allowing me to
modify his work.
Than for his industrial texture set.
Moji for helping me with the textures.
Imois for his kickass shader work on smoke effects.
Cyber for the re-positioned skeletons.
Death2Uall for his Industrial sound pack.
Friction and his map - "Iron Yard". Gave me the inspiration to map again
Everyone who gave genuine constructive criticism. (listed below)
Paul Jaquays, for nitpicking, and for frequenting the discussion board.
Talk about community support.
All the crew at the Quake3World Level Editing Forum.
Anyone who recognises this .txt file structure - I probably copied yours
id.
Beta Testers : LegionXS, Keditok, Moji, PfhorSlayer, GrimReaper, Semirage,
(no particular Neo Cerberus, pjw, Death2Uall, tlg|BulleT, Paul Jaquays
order )
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* LEVEL DESCRIPTION *
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H2SO4 - Dihydrogen sulfate. A very powerful oxidising agent, forming the highly corrosive sulfuric acid when dissolved in water.
H2SO4 - The codename of a secret military installation used for biochemical research. The lab technicians at H2SO4 were hard at work on a genetically-selective neurotoxin, and had made many advances with the chemical. One fateful day, a software malfunction caused the computer system to bring the base form of the toxin out of storage. No-one was prepared for the release, and the container was dropped by the computer. It shattered on the floor, and released the highly toxic gas. The safety net kicked in instantly, and sealed all exits to laboratory - with the technicians still inside. The screaming and scratching on the main door was ignored - with difficulty - by those guarding the complex, until eventually the noises ceased. The government covered up the incident, denying even the existence of the laboratory, and no-one ever found out about the fate of those in H2SO4. Seeing a wonderful opportunity for a new arena, the Vadrigar known as Krash replicated the inside of the facility, removing the toxin, as well as most of the lab equipment cluttering the area.
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* PLAY INFORMATION *
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Game Style : Free-For-All, Team Deathmatch (bots play team dm very well)
Number Of Players : 6 - 8 FFA, or Teams of 2 - 4.
Default Bots : Anarki, Doom, Hunter, Patriot, Major, Uriel
Item list : Deathmatch Start - 11
Green Health - 7
Yellow Health - 4
Orange Health - 2
Armour Shard - 16
Yellow Armour - 1
Shotgun - 3
Grenade Launcher - 2
Rocket Launcher - 1
Lightning Gun - 1
Plasma Gun - 1
Railgun - 1
Bullets - 5
Shells - 3
Grenades - 3
Rockets - 3
Lightning - 2
Cells - 3
Slugs - 2
Enviroment Suit - 1
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* CONSTRUCTION *
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Base : New level from scratch - inspired by Friction's "Iron Yard".
Texture Scheme : Mix of Evil's Texture Set 1 - 4, Than's Industrial Set, custom textures
by Moji, and my own. See KtSdm3-textures.txt for more details.
Colour Scheme : Green and Brown - how imaginitive.
New Shaders : Yes, all written by me, with the exception of the smoke shaders, written
by Imois, and modified by me. The spark shaders were generated by
Particle Studio, and then modified.
New Sounds : Yes, courtesy of Death2Uall, some modifications by myself.
Construction Time : A while. Began in Oct 2000.
Prefabs Used : None.
Average R_Speeds : about 7-8k (entities, no players)
Worst R_Speeds : 10500 (entities, no players), viewing from a shotgun - you can see clear
across the diagonal of the level. That may seem like bad planning, but
it opens the level up alot. Plus, you don't spend much time there.
Total Brushes : 2609
Total Entities : 138
Point Lights : 0
Editors Used : QERadiant 181, 202
Other Programs : Adobe Photoshop 4.0, Paintshop Pro 5.0, Particle Studio, EditPad
Known Issues : Due to the fog, the map is very fill-rate dependant. Try KtSdm3-nofog if
you have poor performance. Other than that, none. Not even any compiler
errors.
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* COMPILATION *
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Q3MAP BSP Time : 12 seconds
Q3MAP VIS Time : 394 seconds
Q3MAP Light Time : 762 seconds
Extra Lighting : Yes.
BSP2AAS Time : 96 seconds
AAS Optimized : Yes.
Total Compile Time: 21 minutes, 4 seconds
Compile Computer : Athlon 1100Mhz, 256Mb RAM
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* COPYRIGHT / PERMISSIONS *
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Authors MAY NOT decompile the BSP as a base to build additional levels.
Authors MAY use the included custom textures & shaders, or modifications thereof, provided
they give note of such in an attached readme. It would be preferable if you read the accompanying KtSdm3-textures.txt to be sure you credit and notify the right author. Also be sure to use directories and filenames different than those in KtSdm3.pk3, or else you run the risk of having both maps excluded from pure servers.
You MAY distribute this pak file and/or its contents by any electronic means, provided
you leave the contents unaltered and include this text file and the accompanying KtSdm3-textures.txt, also unaltered. This file may not be commercially exploited in any way.
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* Krash the System *
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