Welcome To My Deathtube
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7:54pm 02/July/2001

title: "Welcome To My Deathtube"
file: Deathtube2.pk3
author: ManicGibber
email address: **email removed**
URL: www.webbed-toe.com/
description: Deathtube2 is an updated version of Deathtube,
The top platform has been extended, more point
lights have been added, moved top platform 50 healths
back from the edge, moved the top platform
info_player_deathmatch spawn points, moved the top
platform weapons, shotguns added to middle level,
the Skybox has been greatly enlarged, the portal
tube has been textured with blacksky texture and a
bot_roam entity has been placed on the launchramp to
the portal to attract the Bot's. A few extra detail
brushes were added as well. This in my opinion improves
the gameplay and makes the bot's more active.
Space map, fast paced action (keep your eye's in
the back of your head at all times) which makes for
some exciting matches especially one on one. Tourney
play is probably a little out of balance due to the
quad and bfg. So I have made quad last 20 seconds
and it alternate's with mega health, quad is on one
side and mega on the other. The BFG alternates with
red armour and red amour will spawn more frequently.
Rail is the dominate weapon in my opinion, so
rail-whores should pull off some spectacular mid-air
shots. "BFG", well for the newbies to at least have
a chance. Besides don't we just love the sound of
BFG blast's ripping past at close range :)
There is no BFG ammo so use it wisely.

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thanks to: Toe_Tag, clan [TEX] for play testing
and for providing a webpage.
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play information

tourney: yes
deathmatch: 4-6 maximum
CTF: no (may release a future version)
Bot File (aas): yes
custom bots no
new sounds: no
new graphics: no
new music: no

bot_pak no
how to play place Deathtube2.pk3 in your /baseq3 folder
start quake3 arena go to skirmish menu then
click through the map list until you see Deathtube.
Alternatively you can bring down the console
with the "Tilde" ~ key
type /map deathtube2
type /addbot <botname> <skill>
hit ~ (to clear the console)

Note: If the map does not start automatically after loading then make
sure you have the SV_PURE variable set to 0, "this however shouldn't be
necessary as the map is in .pk3 format".

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construction

base: From Scratch. The launch ramps are slightly altered ramps
from the q3dm17 sample map. So all credit for those goes
to ID Software.
editor: GtkRadiant-1.1-TA
by qeradiant.com and Loki Entertainment
other progs: bspc-gui version 0.05.

known bugs: The launch ramps on upper levels will sometimes send
players and bots up vertically, due to side rails.
How ever this only happens when not entering the ramps
squarely and only on the odd occassion. I have
intentionally not rectified this as I think it creates
more fun. With a little practice it can even be an advantage.

build time: Four weeks, off and on.
compile time: q3map 3 seconds.
vis 4 seconds.
lighting extra detail 2399 seconds.
aas 36 seconds.
compile machine: AMD ATHLON 500, Asus Geforce3, 256MB RAM, ASUS K7M M/BOARD.
====================================================
Distribution / Copyright / Permissions

All rights reserved.

Quake III Arena is a registered trademark of
id Software, Inc.

This level may be electronically distributed only at
NO CHARGE to the recipient in its current state, MUST
include this .txt file, and may NOT be modified IN
ANY WAY. UNDER NO CIRCUMSTANCES IS THIS LEVEL TO BE
DISTRIBUTED ON CD-ROM WITHOUT PRIOR WRITTEN PERMISSION.

"Enjoy" ManicGibber.

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Clear