================================================================================
* QUAKE II LEVEL INFORMATION *
--------------------------------------------------------------------------------
TITLE                   : Haven: Site Alpha
FILENAME                : havena.zip
AUTHOR                  :     Queen 6
DATE                    : November 29, 1999
TYPE                    : Weapons Factory CTF (version 4.2 or later required)
EMAIL ADDRESS           : give_a_reason@hotmail.com
HOMEPAGE URL            : None
.zip CONTENTS           : havena.map
                          havena.txt

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* LEVEL DESCRIPTION *
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SINGLE PLAYER           : 0 Player Start   Point(s)
CO-OPERATIVE            : 0 Player Start   Point(s)
DEATHMATCH              : 0 Player Respawn Point(s)
CAPTURE THE FLAG        : 2 Teams
                          13 Player Respawn Points per Team
SUGGESTED PLAYER LOAD   : 6 to 22 (3 to 11 per team)
                          (only tested using EraserBots)
DIFFICULTY SETTINGS     : 
NEW TEXTURES            : No
NEW SOUNDS              : No
CD TRACK #              : 0

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* CONSTRUCTION *
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MAP BASE                : New Map
PREFABS USED            : None
EDITOR(S) USED          : BSP 0.93 Beta
OTHER UTILITIES USED    : ArghRad 2.01

KNOWN BUGS              : HOM effect when standing in the waterfalls
                          Poor lighting at midfield
                          Possible texture seams at midfield
                                (maybe video driver problems?)

COMPILE MACHINE         : P233 MMX, 64MB RAM, Voodoo3

QBSP2 TIME              : 109 seconds
VIS TIME                : 34 seconds
QRAD TIME               : 229 seconds

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* COMPILE LOG *
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RAD options:
-chop 1024

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* OTHER LEVELS BY THE AUTHOR *
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This is my first complete map. Probably my last original Quake 2 map.

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* SPECIAL INSTRUCTIONS / ADDITIONAL INFORMATION *
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Install havena.map in your Quake 2, Weapons Factory map directory.
eg. in:
       c:\Games\Quake2\WF\Maps
   or
       c:\Quake2\WF\Maps
   etc...



*** NONE OF THE FOLLOWING IS REQUIRED READING TO PLAY THE MAP ***

=================
(Takes place 13 years before the Strogg attack on the Earth colonies.)

Personal Journal: M.Q. (58th division)
Location: moon "Haven", site "Alpha"
"Day 1 of site evaluation"
Entry code: #00666004

<begin entry>

Finally. After weeks of being ordered around by
those damn engineers, we finally get to kick
some tail. I swear, if Korenchkin wasn't my CO,
I'd hang him with his grapple. Weeks of hard,
back-breaking grunt work, turning an ancient
temple on this frozen wasteland, to a full-fledged
"Weapons and Tactics Training Ground," and now my
trigger finger is itchin' for my sniper rifle.
(Either that, or it's frostbite.)

Speaking of ancient temples, I got my trivia
fill for today. Delacroix's new theory
(third revision week) on who built it. Something
about a violent race (called the "Smoggz" or
something) that returns every few years to bury
their dead warriors under the temples. Yeah, right.
I'd like to see their faces when we show'em
the "renovations" we've done to the place.
Geez, Delacroix, watching the Discovery Channel,
ain't gonna turn you into the next Lara Croft.

I can hear ISSCVs incoming. Must be more troops
coming for their fill of tactics training.
Word has it, that some Weapons Factory Corp. suits
are scoping out this site. Maybe even buying up
the whole moon out from under the military, using
their connections in the League of Nations.
Diego thinks their just warmongers. I don't know
about that; I just think they make some kickass
weapons. As long as they don't use us as guinea
pigs for bio-weapons testing, it's none of my
business.

That sadist, Korenchkin, is getting his power
trip of the day... Reminding us to pickup our
armour and ammo... Well, DUH! Thanks, "MOM"!
Geez, what a...! Gotta go.

<end entry>
================


Frequently Asked Questions:

- Where do I cap the flag?
     To the side of the flagroom, there is a ramp that leads to a pier,
     with the capture point at the end. You cannot go directly from
     pier-to-pier. There are barriers in place to prevent this.
     This was to allow all you sadist snipers out there (*cough* *cough*)
     one last chance to frag flag carriers.

- What is that thing blocking the flag?
     It's a weird, floating, magical cage. :) It was meant to prevent
     quick flag grabs, giving the defense more time to kill intruders.
     I expect the grapple to be used extensively by the offense.
     A mercenary with "Stingers" would be useful on defense.

- What are those big, ugly, white, slanty things?
     Glaciers. (Use your imagination! Read a book!)

- What's with the ridges underwater in the flagroom?
     To slow down any grounded intruders without making them swim,
     yet limit their stealth when entering the flagroom. It also
     prevents lasers from being hidden underwater.

- Why the "ceiling" in the flag rooms?
     To prevent enemy snipers from just grappling up there, out-of-range
     of the defense, and sniping everything in sight.

- What are those hanging green things?
     Camouflage netting, used for climbing up to the platforms.

- Why are the packs/megahealths not respawning properly?
     Those are special. They randomly respawn on red or blue turf.
     Why? To give the defense an occasional advantage.

- It's confusing when I switch teams!
     In order to keep the piers side-by-side, the map had to have a
     mirrored layout.

- Why no EraserBot route file?
     I tried several times to make a proper route file, but everytime,
     one of the two teams ended up hugging a random wall near the
     ammo rooms. This often lead to imbalanced teams. Also, they tended
     to seek water and drown.

- How many textures did you use?!?
     Quake 2 offers very little in the way of gray rock textures.
     I wanted to make custom textures, but WF used to oppose custom
     textures in freelance maps. (Pain in the butt to (un)install.)
     Due to deadlines, I opted not to use custom textures. If this map
     is well received (*cough* *cough*) I'd like to re-texture it for
     the next revision.

- Those pillars are damn ugly!
     I know. I wanted to convey the sense that they were old, intricate
     carvings in stone. It was the closest I could find. I've grown to
     like the pillars; conveying that they're foreign to the area;
     yet they are essential to the maintaining the mass of the structure,
     emphasizing the metaphor of the struggle of mind vs. matter.
     (Ok, so I sucked at high school English, so sue me.) Its the first
     item I'll re-texture in next revision.

- Why is the lighting so ugly on the snow?
     Poor RAD, emphasized by the plain white textures. I'm not saying
     ArghRAD sucks, just that it would be difficult to get good looking
     results on this map. "Curved surfaces" looked very blotchy so I
     didn't use it. Also, RAD didn't light brushes with the mist
     property, properly, giving a blotchy appearance. Higher ambient
     light made the midfield look better, but it ruined it for the rest
     of the map. I wanted a dark midfield, to make any flag carrier
     glow brightly.

- Why are some light_mines/banners grayish? Why the ugly lighting underwater?
     A quirk of Quake 2, is that entities, like players or banners,
     have their lighting determined by the lighting of the surface
     directly below them. So if a banner is over a dark, brown surface,
     the banner will be dark, brownish. Hence, the grayish light_mines
     that happened to be over a gray coloured area.
     Underwater lighting? To "highlight" anyone over the water.

- Why are all the textures scaled up? Why didn't you add more detail?
     The RAD errors, MAX_PATCHES and MAX_MAP_LIGHTING. Basically,
     it means too many lighted polygons for the total map. By scaling
     the textures, removing polygons, and using "-chop 1024", this map
     *barely* passed without compiler errors. As a side-effect,
     r_speeds are less than 300 for 95% of the map, far below my
     tolerance of 450. I really wanted to have a lot more in the map,
     (3 arenas + random teleporters) but the error had to be fixed.

- Why no more original Quake 2 maps from you?
     I spent way too much time making this map. First design was over a
     year ago. Final design at 5 months ago. Completed just 3 days from
     the WFDirect contest deadline. I've given up playing many other
     games (System Shock 2, Draken, Driver, Freespace 2, etc) to finish
     this map, which is just silly.

- "    Queen 6"!? Are you a girl? Or are you a drag queen?
     No. No. It's the call sign of a kickass marine
     "Lieutenant Colonel Tyrus Cassius McQueen", from the (cancelled)
     TV show "Space: Above and Beyond".

Please feel free to e-mail me (give_a_reason@hotmail.com) if:
   - you have a server running this map (I'd like to observe
        how it plays)
   - you find people taking advantage of an element of the map, ruining
        the gameplay
   - you want to pay me millions of dollars for no work
   - etc...


--------------------------------------------------------------------------------
* CREDITS *
--------------------------------------------------------------------------------
id Software             : For making a KICKASS game
Weapons Factory         : For making an ever improving mod
txtGen                  : For making a template for this txt file

================================================================================
* COPYRIGHT / PERMISSIONS *
--------------------------------------------------------------------------------
Authors MAY NOT use this level as a base to build additional levels.

You MUST NOT distribute this level UNLESS you INCLUDE THIS FILE WITH
NO MODIFICATIONS. If you don't co-operate, then DON'T DISTRIBUTE IT
IN ANY FORM.

This LEVEL may be distributed ONLY over the Internet and/or BBS systems.
You are NOT authorized to put this LEVEL on any CD or distribute it in
any way without my written permission.

Quake II (C) 1998-99 id Software. All rights reserved.

[END OF DATA]==========================================================[.txtGen]
