NeverSummer Nights
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* LEVEL INFORMATION *
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Title : NeverSummer Nights
PK3 Name : rsptn_FFA01.pk3
Author : Jakab "RasputiN" Marton
Release Date : 06 December 2002
Game : Quake 3: Arena
Type : DeathMatch
File Size : 5.2 MB

Email Address : **email removed**
Home Page : ond.vein.hu/~rasputin
Previous Work : NONE! This is my first release...

Special Thanks : id Software for kicking major ass
Thanks to : evil lair for the textures and models
sock for the Stratosphere skybox
all the beta testers ( see below )
every single quake mapper for inspiration...
Beta Testers : stor!acl, the bots and myself
Mr. Lake, Tetzlaff, Shagz @ ..::LvL

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* LEVEL DESCRIPTION *
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Fortress-themed Quake3 map in nightly setting, suitable for both tourney
and deathmatch ( though it plays best in FFA ).

Design Backgrounder

The first concept was a very small, very compact, fast-paced duel map,
about half the size of this. ( The included "nsn_lame" map is close to
the original if you cut it in half paralel to the X axis... )
Then I started adding rooms, expanding existing ones and soon it grew
this big. Don't let the symmetric layout fool you, learning to navigate
the map may take some time...
Lighting is designed with r_overbrightbits=1 and r_gamma=1.3 in mind.
Vertex lighting looks butt-ugly but that shouldn't be much of a surprise.

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* PLAY INFORMATION *
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Game Style : Tourney / FFA
Number Of Players : 2 / 4-6 ( everything above six is overkill )
Default Bots : visor razor stripe keel
Item List : RA YA / MH / RL GL RG 2xLG 3xSG
Spawn Tweaks : RG --> 30 sec ( five slugs in weapon & ammo pack )
YA --> 30 sec
RA --> 60 sec
MH --> 120 sec

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* CONSTRUCTION *
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Base : sketch
Texture Scheme : evil7 by evil lair ( www.planetquake.com/hfx )
Colour Scheme : blue
New Models : dmask and wallportal by Evil Lair
New Shaders : yes ( mostly evil7, modified by me )
New Sounds : yes, ripped from RtCW but with increased volume
Construction Time : started in April 2002, approx. 300 work hours
Average R_Speeds : ~6k / ~9k ( indoor / outdoor )
Worst R_Speeds : ~13k ( looking from GL across the open area )
Geometry Brushes : ~3000
Total Entities : ~700
Point Lights : ~260
Editors Used : GtkRadiant 1.2.10-update
Other Programs : GtkBuild 2.0 / ACDSee 3.0 / Paint Shop Pro 7
Known Issues : r_speeds are a little excessive for low-end systems

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* COMPILATION *
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Q3MAP BSP Time : 30 seconds
Q3MAP VIS Time : 285 seconds
Q3MAP RAD Time : 676 seconds
Extra Lighting : no
BSPC Time : 136 seconds
AAS Optimized : yes

Compile Time : ~20 minutes
Compile Machine : Celeron2 900MHz, 256 MB, GeForce4 TI4200, Win XP Pro

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* COPYRIGHT / PERMISSIONS *
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You MAY use the included custom textures & shaders, or modifications
thereof, provided you give note of such in an attached readme.
You MAY distribute this pak file and/or its contents by any electronic
means, provided you leave the contents unaltered and include this text.
You MAY NOT distribute this pak file and/or its contents on CD without
written permission from the author.
You MAY NOT decompile the BSP as a base to build other levels without
written permission from the author.

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* "Caulk me baby one more time ..." *
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Clear