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INDUSTRIAL DECLINE
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	By [QB] Fellblade

	      Game: Half-Life
	    Single: No
	Deathmatch: Yes
	 TFClassic: No
	 File Size: 899Kb

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    Editor(s) Used: Qoole 99 Beta 30
         QCSG Time:   16 seconds
	 QBSP Time:   26 seconds
	 QVIS Time: 1420 seconds
 	 QRAD Time:  270 seconds
	Total Time: 1732 seconds
   Compile Machine: AMD K6-2 350Mhz
                    64Mb 100Mhz SDRAM
                    1024k L2 Cache
      Texture Size: 1.26Mb

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	  Map Size: Small
  # Players (Recc): 2-8
    Respawn Points: 10

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Info about the map:

The Idea:
This map was originally conceived as a tiny level to play on my 2 PC LAN. The major problem
I had found with other maps, with the exception of the excellent Manhunt, was that when there
was only 2 people in the game, you spent about 95% of the time running around looking for each
other, grabbing weapons on the way. I decided to make a level where you could jump right into
the fray. One of the main ideas I had was that there should be alternate routes from one area
to another, but they needed to be within sight, and preferably line of fire as well. With this
in mind the layered walkways were born.

Weapon Placement:
Probably going to get some hate mail for this :o). One of the main 'problems' about current
levels is that they allow easy access to big guns - subtransit, for example has the gluon gun,
the RPG, and the Tau Cannon (Gauss Gun) in close proximity. The first guy to get the gluon can 
hold off an army due to the ammo and health in the area. I wanted to make sure that ammunition
would be fairly scarce for any big guns - in a two player game you don't want someone with an
RGP running around blowing the crap outta you when you respawn.
People may well notice that the Gluon Gun and the Hivehand are not present in the level. This
is because of my personal beliefs - the Hivehand is a lamers gun (whoa, lotsa hate mail now), 
and the gluon gun with it's big snazzy effects doesn't do anything for users running on slower
PC's.

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Advice for would-be designers:

Here are some things that I found whilst designing - some obvious, some plain stupid, some fiendish. Some of
these were from a TFC level I have taken a look at making.

- Don't make an illusionary clip!!!! (was accidental, *doh*)
- Visit all the game design sites - esp. the 69th Vlatitude (www.fragland.net/69th)
- Watch out for 'CanonicalVector: Degenerates'; they sneak up behind you when you are unawares
- Don't worry about 'WARNING: MakeNodePortal: new portal was clipped away from node @(xxx,yyy,zzz)-(xxx,yyy,zzz)'
  I could give a description of what it means, but I can't be bothered. Just don't worry :-)
- Moving clips don't work, either.
- Avoid the green, blue, red and yellow 'generic' textures. They are weird
- Avoid putting glass in lifts
- If at all possible, make a TFC level where the model for the flag is the 'Gonarch' (Big Momma), then get a mate
  to pick up the flag, then scream, then roll around on the floor laughing.
- Don't accidentally make the entire level into a rotating door (is very scary)

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[QB] Fellblade

fellblade@quantumblade.screaming.net

http://qb.games-world.net

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