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* Urban Terror Level *
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Title			: King's Gambit
Filename		: ut4_kingsgambit_a9.bsp
Author			: FSK405|KittyWumpus*
Date			: Jan 2, 2012
E-mail address		: fsk405.com
Homepage URL		: http://fsk405.com

	

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* Level Description *
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	Gambit Isle. Training exercise. Deploy, capture, die.
Wanted to try making a larger map. There are tons of mapping mistakes at this point, but I wanted to see if it is even a playable idea. 

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Single Player		: No
Gamemodes		: NONE
Suggested player load	: 12-32
New Textures		: Yes
New Sounds		: Yes
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Soft landings: 
	Since I added catapults, I figured it might be nice to have some soft landings. All wood = NOT soft landing!!! All grass = soft landing, but beware- Trees are wood, so they are NOT soft landings! The pathway pebbles and cobblestone are soft landings, whether used as pathways or any other objects. House roofs = soft! Castle tops and castle construction blocks are NOT soft landing!! Ver a9: Added new signs in spawn area, show soft/hard landing textures

No-drop zones: 
	Beyond the outer walls, and in the water. Everything else is fair game!

Textures are far from final.
Flag placement not final. NOTHING is final, not even sure it is worth going further.

A2b: Modified plants_soc.shader to make largest tree trunks solid, no vis for tac; also, no tac vis for leaves as well. Added height to tree *ladders* to stop tac snipers from camping treetops while completely hidden. Redid all wooden rope bridges. Fixed small tower issues, including ladders. Spawn rebuild, now with large tower teleports, new cat pics (until proper teleport/deployment models can be used), and ramp down to rear docks teleport. Minor brush clean-up. Added nodamage, transparent "caps" to some tree ladders; this should allow some jumps. Modifications/fixes/additions for vines. Slight boost to sunEXT and sunlight params for skybox. Misc minor things as well. 

A2D: Bunch 'o fixes. Modified soc tree ase, hope it allows use of textures from my shader file now. Added custom textures for spawn room teleports. Added load screen. Added "realistic" minimap. Lighting adjustments, shader adjustments. More bits o' misc work.

A4A: As per Dank, remodeled the area between each Castle and the center structure; A4A involves restructure of lower area, tree planter (color indication), tree, ladders to small towers, resize pieces, tree=climbable. Trial; should prevent fastest "thru center" route capability. 
	MASSIVE brush mod; as per Mindriot's incredible tutalage, beginning to understand and thus work with (proper) detail brush use. Now have approx 80% detail brush, versus previous 90+% structural (go ahead and faint ye olde mappers). Some preliminary texturing. Still need rope textures. Added some perm open doors to the 4 houses. Getting closer to *final* construction phase (fingers crossed!). Need heavy playtest now, with refinements over alternate/modified A4x builds I think.

A4C: Here we go! Redesign of 2nd floor center building. Okay, radical redesign, including secret doors. Added more vines, new vine shaders, and cleaned most of them. More spawn design work. New "parchment style" signs for spawns. Preliminary walkway oval "fallthrough" (minimal) vine work, climable.

A5A, may 21, 2011: More center building redesign; secret passages (hopefully) final. Slower secret doors (speed=30). More brush/texture fixes, still some strays. Still need to do a MASSIVE cleanup once map structure is final. Some shader adjustments. Lighting needs some work, but okay for now. And... MAJOR center tunnel overhaul. Small towers have stairs to ground floor of center tunnel, water reduced to "splashing puddle" depth. Access from red/blue dock ends created via left/right tunnel reconstruction. Ceiling raised in center tunnel to allow "crouch/uncrouch sprint runs." Need to add some barrels and crates to tunnel to provide cover ala Camel Corner; NO pure cover, always head exposure. Should be very close to final structuring.

A6A: Getting closer. HUGE "under the hood" stuff, much thanks to SleepingGuy!!!

A9: HUGE overhaul, removal of tons of hiding spots. Addition of outer wall troughs with flowing/pushing water, waterfalls (with sound), torches, lighting changes, more. Map should play MUCH faster (despite overall size), fewer hiding spots to reduce flag stand-off times. Will be adding dedicated spawns for all game types with next release I think. Oh! And.. added ammo drops in each house, and renamed them as.. Ammo House (thx yet again to Sleeping Guy for the directions to add the ammo drops!!!). Ammo drops are for autos, pistols, snipes, and spas only; no nades.

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* Construction *
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Map Base		: Original
Prefabs used		: 
Mapobjects used		: Many. Readme's included. Huge trees by Scott, many others by BloodRayne.
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	: NA
-vis			: ---
-light			: ---
bspc aas		: ---
Lightmaps		: ---
Total Brushes		: ---
Total Entities		: ---
DM spawns		: ---
CTF spawns		: 32
Bomb spawns		: 0
C&H capturepoints	: 0
Locations		: 
PK3 Compression		: 7-Zip
Approx Time to Complete : Too Many Hours (~75hrs so far)
Construction/Intended R_Gamma: Currently, 1.5 as per WilyDuck (and others). Might need to adjust for an r_gamma 1.

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* Compile notes *
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BSP meta vis light lomem (due to sloppy work and cludgy lighting at this stage... learning as I go!)


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* OTHER LEVELS BY THE AUTHOR *
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ut4_crapchute
ut4_frenzee

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* CREDITS *
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 - Tons from UrT stock
 - Photorealistic	: BerneyBoy, see textures/ut4_kingsgambit/Readme_PhotoRealistic.txt; all renamed with a "pr_" prefix
 - Sweetnutz            : Sweetnutz, from zzz pak; prefixed with "sn_"
 - mine			: all signs (except FSK405=Zellis), some others
 - FSK405 sign   	: Zellis
 - Misc. textures	: Silicon Ice / Frozen Sand / stock zzz pak cntributors
 - Bloodrayne = models
 - Scott = largest trees, skybox foundation (modified by yours truly)

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|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|Mindriot: models help- MANY thanks!!! Even more thanks for checking out the map in Alpha stage, and then providing a HUUUGE amount of feedback, tips, help, etc. I could write paragraphs of what he has helped with. Thank you, thank you, thank you!!!
FSK405|Fokker... All his help during pre-Alpha, especially reminding me that proportion is all wrong ;-).
FSK405|DeGrunt/DeSade... for Poking me back to reality.BTW- notice you HAVE been thanked every time!
FSK Pub regulars... for being the best testdummies out there!

Singling out SleepingGuy here. Thx for all the emails, the coding/model work and suggestions. Absolutely invaluable!!! 

Paula... for believing, enduring, and encouraging.


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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.