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* Urban Terror Level *
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Title			: Kick Off 3: The Dark Awaits You
Filename		: ut4_kickoff3_a4.bsp
Author			: FSK405|KityyWumpus*
Date			: 12 September 2013
E-mail address		: fsk405.com
Homepage URL		: http://fsk405.com

	

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* Level Description *
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	The third in my "Kick Off!!!" series, this one sticks with the smaller, arena style with tons of space to fall. 
My initial inspiration was from Roger Dean's artwork, notably his album covers for Yes. I saw floating spires with 
pointy spikes below, and flatter surfaces on some for players to walk/run/hop across, with interconnecting, (relatively)
thin walkways winding amidst it all. Then I saw some bobbing rock formations, and some walkways cutting through the 
rock. 

	As the idea took shape in my head, I pictured the primary gameplay as being CTF, but only armed with knives and 
nades. Pistols would be fun, and spas could be interesting, but anything more would ruin the intent IMO. As the first
alpha was played, I began to figure out how other game modes could be played, and finally where those spawn locations
could be placed. Alpha 2 was played twice with more than half a dozen players per team (CTF) for about twenty minutes
per round. Alpha 3 was very short lived, as it was solely to test out the new game modes on a private server with just
two other players. 

	Which brings me to Alpha 4. This could be a Release Candidate I think. This was never intended to be much more than
a quickly built map for fast gameplay, with (hopefully) a good amount of laughter. The sounds are, once again, "Kick Off-ish,"
and are there to make people laugh... at themselves, and each other. Schadenfreude indeed!

	I suggest trying Nades and Knives only, and then add in other weapons as you see fit. The grating is all non-solid,
so dropped weapons, nades, etc will pass through them... including bullets. Time those nades well for great rewards!!!
The bobbing rock formations will "swallow" players under certain conditions. As best as I can figure, this is an issue
inherent to the Q3 engine. While a func_door can be set to "crush," a func_bobbing cannot (no spawnflag, no key). I
will try to resolve this.

	Free For All has its own spawns, as does Team Deathmatch. Team Survivor, Follow The Leader, and Bomb modes all share
the same Three-Sets-Of-Spawns-Per-Team. Capture And Hold and CTF modes share the same spawns (in the protected shelters
on opposing sides). Last Man Standing appears to use the Follow The Leader spawn points. There are func_wall entities
on several of the octagonal platforms; these provide a solid landing spot for the resulting FTL flags that are
derived from one of the FTL player spawns each round. I opted for this so as to provide visual feedback as to where
the solid portion of the platform is, and when. Since LMS seems to be using FTL spawns, these func_wall (g_gametype 5)
key limited entities are appearing/active when LMS is played. 

	More Additions are coming... an easter egg or two, and possibly another surprise.
	Have Fun!!!

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Single Player		: Uhhh... I guess you could.
Gamemodes		: FFA, LMS, TDM, TS, FTL, CAH, CTF, Bomb
Suggested player load	: 16/team (FFA, CAH, CTF), 12/team (TDM, TS, FTL, Bomb)
New Textures		: Yes
New Sounds		: Yes
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* Construction *
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Map Base		: Original
Prefabs used		: None
Mapobjects used		: None
Editor used		: NetRadiant 
Compiler(s) used	: NetRadiant
Other utilities used	: Photoshop CS, FSK405, TestDummies, Mind
Known Bugs		: Likely
Compile machine		: i7 920, 12G ram, W7x64, Nvidia GTX275
Compile time, total	: About 5-6minutes
-vis			: ---
-light			: ---
bspc aas		: ---
Lightmaps		: ---
Total Brushes		: 3823
Total Entities		: 307 (rock formations remain as func_group (each) for ease of editing)
DM spawns		: 16
CTF spawns		: 32
Bomb spawns		: 24
C&H capturepoints	: 5
Locations		: 
PK3 Compression		: 7-Zip
Approx Time to Complete : 18hours (so far)

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* Compile notes *
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q3map2 -meta -vis -saveprt -light -fast -samples 2 -patchshadows -bounce 8

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* OTHER LEVELS BY THE AUTHOR *
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ut4_crapchute
ut4_frenzee
ut4_kingsgambit
ut4_queensgambit
ut4_katooine
ut4_kqn1
ut4_kqn2
ut4_kqn3
ut4_misteria
ut4_towernine
ut4_kickoff1
ut4_kickoff2
ut4_kickoff3

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* CREDITS *
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 - Photorealistic	: BerneyBoy, see textures/ut4_crapchute/Readme_PhotoRealistic.txt; all renamed with a "pr_" prefix
 - Sweetnutz            : Sweetnutz, from zzz pak; prefixed with "sn_"
 - KittyWumpus*		: some textures & sounds
 - FSK405 sign   	: FSK405|Zellis
 - Misc. textures	: Silicon Ice / Frozen Sand / stock zzz pak cntributors

Sounds:
 - stock so far

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* Special Thanks *
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Big thank you's to...
FSK405, my online family.
FSK405|WilyDuck.. for making me feel less alone in a short-winded world, and for the mapping genius he is.
FSK405|DankRider.. for putting up with me, providing excellent feedback and ideas, and running this map so much.
FSK405|DeGrunt/DeSade... for Poking me back to reality.
FSK Pub regulars... for being the best testdummies out there!
Paula... for believing, enduring, and encouraging.


================================================================================
* COPYRIGHT / PERMISSIONS *
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This map MAY NOT be sold, or in any other way turn into profit except for the
author and authors' delegates. The map pk3 contains media that may not be used
for commercial purposes.

This map MAY be publicly distributed on any media as long as this media is
distributed freely without anyone having to pay for it. This level is designed
for the Quake 3 Total Conversion "Urban Terror" and is not replicated or edited
without the expressed written documented permission of the author.

================================================================================
* Manifesto *
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	I like to build things, and I like to express through art, so I map. I build first for myself. I build second for my online family, FSK405. My UrT maps are what they are, love 'em or hate 'em. They are among my Art. 