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* Urban Terror Level *
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Title			: CrapChute (Release Candidate 3)
Filename		: ut4_crapchute_rc3.bsp
Author			: FSK405|bver*
Date			: september 25, 2011
E-mail address		: fsk405.com
Homepage URL		: http://fsk405.com

	This is my first map. I made this one to be able to tackle a larger, more intricate map, as many of my ideas for it would require knowledge and abilities I simply do not possess (yet?). As such, this map will likely have errors and issues. I will attempt to fix them, and might continue to abuse my little creation.

	No bot support planned, none present now. 

	This map is.. different...
UPDATE: I began work on CrapChute in October of 2010. It began as a tube, and I called the map, "Tubular." The first save of that simple "tube in a box" that I made was on September 27, 2010. The very first version of Crapchute was saved on October 15, 2010. By November 2, 2010, CrapChute had reached what I labeled as "Beta 7," and it remained as the last build I had compiled.. until now. I figured for my one year anniversary I would revisit this, my first map, and get it to "final version" by the time I hit my one year mapping anniversary. But, which date to shoot for? My first fumblings with NetRadiant, September 27? Or the first release, Alpha 1, October 15? I am shooting for the former. Hopefully the changes.. quite drastic as they are.. do not render an already "odd" map to a status of, "I do not want to play that." 

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* Level Description *
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The idea I had was to create a big glass cube in space, bisected vertically by a pane of glass to provide Blue and Red areas, and then further divided horizontally to create 4 levels. Due to my inexperience, I encased this cube (for the most part) in a sheet of metal, leaving only the very top pane exposed, so players can enjoy the wonderful view.Then, curved chutes were added to the sides to provide primary navigation between levels/floors. Pipes on either side of either color's areas provide slower navigation between floors when climbing, and extremely fast movement when dropping to lower Levels. All chutes and floors are No Damage areas, so feel free to jump about. I could not figure how to make a ladder entity not cause damage, so if you jump and catch a "rung," you will get hurt or die; nothing is free. Flags are on level 3. A purple light designates a chute opening as an Exit, while Green designates Entrances. The Observation Deck is a late addition, the result of FSK405|DankRider's suggestions and possibly a bit of joking around. Not nice and toasty warm like the lower levels, and lacking in oxygen. Take it or leave it, you do not HAVE to go up there. 

RC2:
Leaving my original description, and adding this. 
Removed the long outer chutes that led ot the "shiver room" up top. Yes, I realize some will despise me for this. However, I found it broke continuity, and served no real purpose. I also shrunk the floor-to-ceiling heights (which added new frustrations- chute physics are quite irksome), added a "glass box" above the cube, and added a "plasma recycling center" under Level 1. Oh- and added more teleports, removed the climbable pipes (replaced with ladders and plasma conduits), changed some textures, refined shaders, added "pushes" for "gravity chutes" (prevents players from sitting behind chain link), and tons of little refinements. Lighting remains.. darker in spots. I love dynamics and ambience. Also, added sounds. I have at least one more RC before making a final compile and release. If I have time, I want to make a YouTube channel and upload "video instrucitonals" for each of my maps, since I seem to make "odd" ones. Seriously considering including the .map when I finish...

RC3:
Fixed more brush work. Level 3 (Flags) gold orb doors; set to 30 seconds open, 30 seconds closed.. players using orbs no longer shuts doors. Added smaller orbs (animated) for "secret" teleports. Altered levelshot on load sequence. Several other slight refinements.


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Single Player		: No
Gamemodes		: CTF, FFA, TDM, TS, C&H, and Bomb
Suggested player load	: 2-30
New Textures		: Yes
New Sounds		: Yes
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* Construction *
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Map Base		: Original
Prefabs used		: None
Mapobjects used		: None (yet?)
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	: 20-25 minutes
-vis			: ---
-light			: ---
bspc aas		: ---
Lightmaps		: ---
Total Brushes		: ---
Total Entities		: ---
DM spawns		: ---
CTF spawns		: 30
Bomb spawns		: 30
C&H capturepoints	: 7
Locations		: 
PK3 Compression		: 7-Zip
Approx Time to Complete : 3 weeks+ (13th build today)

ALL Textures, sounds, models, shaders, etc properly placed so as to allow this map to exist autonomously! IOW, textures are in "../textures/ut4_crapchute", sounds in "../sound/ut4_crapchute", sky textures in "../env/ut4_crapchute", etc. All shaders reference textures in the aforementioned directory, and *produce* items as "../ut4_crapchute". The only item overwriting is "windfly.wav" which is a missing sound with Urt!!!I have included it as, "../sound/misc/windfly.wav" and it is a silent .wav file. If this ever causes an issue, let me know please. I might include the .map of the final build.

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* Compile notes *
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This is a single light pass "testing" compile.


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* OTHER LEVELS BY THE AUTHOR *
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ut4_frenzee
ut4_kqn1
ut4_kqn2
ut4_whitechapel
ut4_kingsgambit


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* CREDITS *
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 - Photorealistic	: BerneyBoy, see textures/ut4_crapchute/Readme_PhotoRealistic.txt; all renamed with a "pr_" prefix
 - Simon O'Callaghan	: The man is a genius. "soc_" textures and soc shaders 
 - Sweetnutz            : Sweetnutz, from zzz pak; prefixed with "sn_"
 - WilyDuck             : Shader help
 - KittyWumpus*		: most of the "ut4cc_" prefixed; all shaders, except where noted
 - FSK405 sign   	: Zellis; mod by KittyWumpus*
 - Amethyst		: Sky/environment (purple nebula); shader is by KittyWumpus*
 - Misc. textures	: Silicon Ice / Frozen Sand / stock zzz pak cntributors

Sounds:
 - creative commons license

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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. The entire plasma recycling section was due to her inspiration, which comes from her love of Mario and other platformers.


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* 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.