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* Map * 
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Title         : Brusnik B1
Filename      : ut4_brusnik_b1.bsp
Release date  : 2023-04-29

Author        : JRandomNoob
E-mail        : jrandomnoob@gmail.com
Homepage      : http://dswp.de
                http://www.custommapmakers.org
CMM Discord   : https://discord.com/invite/t48GHkA



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* Description *
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Welcome to sunny, runny and gunny Brusnik. This uninhabited island
off the coast of Croatia is the perfect choice for company retreats,
birthday parties and other events with a high body count.

This is a very silly map that inevitably descends into a slaughterfest,
no matter the game mode. Even though CTF and BOMB are technically
supported, I can't imagine why anybody would want to play them on this
map:-P g_respawnprotection 0 is a must in CTF, otherwise players will
find themselves constantly getting killed by invincible enemies.

The real Brusnik is significantly larger (although still tiny for an
island) and not as round -- about 200 x 300 meters; its cliffs are
much taller and terrain rougher. My version is about 50 x 50 meters.

Other stuff:

* It's made to be played with gamma 1.0 (I see no reason to compile
  unplayably dark maps just because most others are like that)
* I can't load it in vanilla Quake 3 at all, idk why
* The bombspots are custom decals purely because the built-in ones
  are invisible for some reason
* Player shadows, bullet holes and grenade stains do not show up on
  phong terrain. Apparently there's some way around this (Delirium
  managed it on Tohunga), but this will have to wait until B2

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Bot support : No
FFA / LMS   : 8 spawns
TDM         : 8 + 8 spawns
TS / FT     : 8 + 8 + 8 + 8 spawns
CAH         : No
FTL         : No
CTF         : 8 + 8 spawns
BOMB        : 8 + 8 spawns
JUMP        : No



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* Construction *
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Map base         : Scratchbuilt
Textures         : See the texture credits file
Models           : None
Sounds           : See the sound credits file

Build time       : Three weeks, most of it spent on terrain tweaks

Editor           : GTKRadiant 1.5.0
Compiler         : q3map2_fs_20g (I <3 my _floodlight)
Other utilities  : GIMP 2.2.17, Notepad++ 6.3

Compile Switches : BSP -meta -custinfoparms
                   VIS -saveprt
                   LIGHT -fast -patchshadows -samples 2 -samplesize 2 -bounce 32

BSP time         : 14 seconds
VIS time         : 0 seconds
LIGHT time       : 54 seconds

AAS time         : N/A

Total brushes    : 6492
Total entities   : 244
Locations        : 5 names, 66 entities

Bot support, sadly, is not available for the final release. I was able
to build AAS just fine for several earlier versions, but at some point
the map mysteriously got more complex and not even mbspc could help.



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* Credits and Greetz *
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*waves at Aimme, Cookie, moon and natirips*

https://www.textures.com (former CGTextures) and https://www.freesound.org
are invaluable resources and they've made my life vastly easier as a mapper.



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* Fine Text *
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The map file and its general layout are released as public domain or
Creative Commons Zero, whichever works for you. In layperson's terms,
do as you please, no need to credit me. Port it to other games,
texture the ground with cocks, sell 3D prints, it's all fair game.

https://creativecommons.org/publicdomain/zero/1.0/
https://en.wikipedia.org/wiki/Public_domain

The sounds and textures in this PK3 were made by other people; see
ut4_brusnik_b1-sound-credits.txt and ut4_brusnik_b1-texture-credits.txt
for further details.
