================================================================================
* Urban Terror Level *
--------------------------------------------------------------------------------
Title			: Frenzee!!! (Alpha 9b)
Filename		: ut4_frenzee_a9b.bsp
Author			: FSK405|KittyWumpus*
Date			: may 2, 2011
E-mail address		: fsk405.com
Homepage URL		: http://fsk405.com

	

--------------------------------------------------------------------------------
* Level Description *
--------------------------------------------------------------------------------
	Inspired by old-school Q3 CTF4 map (space!!!), DM17, etc. Wanted a faster, arena'ish map. First cut, VERY, VERY raw and so very not done yet. Seeding for FSK trial/feedback only.

A4: A slew of minor adjustments, plus C&H added (C&H flag placement trial 1)
A5: Texture mods, new skybox (trial), some lighting adjustments, entity alignments, etc

A6: More clean-up. New spawn rooms! New teleports! Existing teleport adjustments. Added protection on first floor of the four large plats.

A7: First floor protection was intrusive and restrictive.. redesigned, implemented. New bounce pads at fun angles placed by face of each end of each trough; these provide more easily accesible jumps, plus allow for more creative connecting paths. Lighting/skybox parameter adjustments. Larger mid-point trough face and center tower side face bouncers; still require skill, but more forgiving.. and more evil =). Still in Alpha stage due to lack of finality in main construction points/entities. Once construction and placement of all objects/constructs is final, will enter Beta stage (for final textures and sounds!)

A8: More fixes/alterations. Adjusted mid-map jump pad trajectories as per Frog (et al). Alternate mid-map cylinder container fence texture (as per Blacksix). Adjusted mid-Red and mid-Blue center jump pad trajectories; they now offer more freedom in use, but require more skill.. will need to adjust as per feedback on these, possibly return to original position (448|1408?) as they may *force* players into center container upper lip. 

A9: Removed 2nd level snipe screens. Enlarged orbs and corresponding teleport entities for faster playability. Added octoplats and ladders for rear trough access from lowest level of map (trial). Misc clean-up. 

A9b: Adding jump pad sounds (trial). Adjust teleport sizing and placement (slight). Couple fixes. Trivia: So far... 36 Teleports. 47 Jump Pads. About 30 hours of work.

--------------------------------------------------------------------------------
Single Player		: No
Gamemodes		: C&H, CTF only for now
Suggested player load	: 2-30
New Textures		: Yes
New Sounds		: Not yet
--------------------------------------------------------------------------------




--------------------------------------------------------------------------------
* Construction *
--------------------------------------------------------------------------------
Map Base		: Original
Prefabs used		: None
Mapobjects used		: None (yet?)
Editor used		: NetRadiant 
Compiler(s) used	: NetRadiant 1.5
Other utilities used	: Photoshop CS, FSK405, TestDummies, Mind
Known Bugs		: Likely
Compile machine		: i7 920, 12G ram, W7x64, Nvidia GTX275
Compile time, total	: NA
-vis			: ---
-light			: ---
bspc aas		: ---
Lightmaps		: ---
Total Brushes		: ---
Total Entities		: ---
DM spawns		: ---
CTF spawns		: 30
Bomb spawns		: 0
C&H capturepoints	: 0
Locations		: 
PK3 Compression		: 7-Zip
Approx Time to Complete : 4 days (so far)

--------------------------------------------------------------------------------
* Compile notes *
--------------------------------------------------------------------------------

Ran the most intense, stock, final build compile provided by NetRadiant. I'm a noob...
q3map2 BSP -meta -vis -light -fast -super 2 -filter -bounce 8
Compile = ~25 mins


--------------------------------------------------------------------------------
* OTHER LEVELS BY THE AUTHOR *
--------------------------------------------------------------------------------
ut4_crapchute
ut4_kingsgambit (in pre-alpha as of apr 23 11)


--------------------------------------------------------------------------------
* CREDITS *
--------------------------------------------------------------------------------


 - Photorealistic	: BerneyBoy, see textures/ut4_crapchute/Readme_PhotoRealistic.txt; all renamed with a "pr_" prefix
 - Sweetnutz            : Sweetnutz, from zzz pak; prefixed with "sn_"
 - Bver			: Bver, most of the "ut4cc_" prefixed
 - FSK405 sign   	: Species
 - Misc. textures	: Silicon Ice / Frozen Sand / stock zzz pak cntributors

Sounds:
 - stock so far

--------------------------------------------------------------------------------
* Special Thanks *
--------------------------------------------------------------------------------

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|Frog... Absolute #1 tester for feedback, this map would not exist as it is if it were not for Frog.. Rubbit!!
FSK405|DankRider.. inspiration, theme suggestions, testing feedback.
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 *
--------------------------------------------------------------------------------

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.