Phase: Finished (?). Need a real playtest with a lot of players,
maybe. That's the only way I could discover any more flaw.

Two of my beautiful towers had to go - they seemed to crash the
client. It is still possible to crash the client, but it's very rare -
and I won't tell anyone how. :)

To do: 
  o Nothing?

/Mirar 
<mirar@mirar.org>

----------------------------------------------------------------
* Play Information *
Title                   : Castle M
Filename                : castle_m
Map type                : Deathmatch 8-32 players
Author                  : Mirar 
Email address           : mirar@mirar.org
Home page               : http://www.mirar.org/half-life/
Screenshots             : http://www.mirar.org/half-life/castle_m.html :-)

Installation		:

     Since I'm using a custom sky, this is going to get 
     a little bit harder then usual. The easiest thing
     (if you didn't do this already) is to unzip
     everything in the Half-life/valve directory -
     everything will be in the right directory then.

     If you fail with this, this is where the files 
     should go:

	castle_m.bsp   -> half-life\valve\maps\
        castle_m.txt   -> half-life\valve\maps\ (or wherever you want)
        castle_m??.tga -> half-life\valve\gfx\env\

     Sorry about the inconvinience. (I sure wish valve
     would have made this easier.)

     If you get the "desert" skyline, your installation wasn't
     successful. Please try again.

Description             : 

Short:
     It's a fantasy castle. It's abandoned, since a lot of 
     futuristic and strange maniacs are running around and 
     killing each other with weapons from other worlds. 
     This happened just now, anyway. :-)

     It's magically locked up, so don't try to escape. ;)

This is an attemt of several goals:

   o I wanted to make a real fantasy castle, 
     with lots of details. And it should be huge.
     So I sketched up the looks, and tried to compile.
     Not enough room for lightdata -> blam!
     So I shrunk it. And shrunk it. Now it isn't that
     huge anymore. :-)

     The details? I hit the ceiling of clipnodes, too!
     I had to strip the castle of details and details
     to get it through compiling. Well, the r_speeds
     liked that. :-)

   o I wanted to make a large playable maps. I'm tired
     of all these crowded small places...
     Ever tried "maze" with 16 players? Or "snarkpit" with 32? 
     
     Well, I guess this is only for powerhorse servers... I think it
     will play well for 16 and above players. It should play for 4 and
     up, too, but it will be an entirely different game. It doesn't
     work at all for 2-3, though.

   o It shouldn't give as high r_speeds as my last map. Well, crap
     this goal. It moves from 100-500 in most areas, but raises to
     1500 wpoly epoly if you are in the right tower looking in the
     right (wrong?) direction. :-) And you can get higher from the
     intermission cameras, but that won't affect play.

     I've played it in software mode on my machine (see below), and
     didn't have a lot of troble, so I hope it's enough.

     I had to make a lot of textures scaled up 4x, thats why it looks
     unsharp now and then. There is some nearly-misalignes from this,
     but it doesn't seem to stop the ambient feeling. I hope. :/

   o I think I've succeded in the connectivity bits. You can get from
     anywhere to anywhere in just a few seconds (well, it's a large
     map... half a minute?). I hope the hidden passages isn't to hidden. 

Well. The result is a fantasy castle with not a lot of details, but
I'm happy with the architecture and lightning.

I couldn't fit in the HEV and health charges, so there is a lot of
batteries and helthkits - and some magical health chargers, too.

When I was amost finished, I got some reports of crashing clients.
When I investigated this, it seemed that my map could crash any
non-local client. Bad. I've spent some weeks just tracking this bug. I
had to remove even more details and get rid of some towers, and redo a
lot of things. Valve couldn't reproduce the bug, so I got no help
there. Sierra told me to buy WC Pro, but afaik that isn't possible
yet. (And I think it's a HL bug, anyway.)

Well, I think I've solved the problem. You can still trigger the bug,
but only I (and [black]Hubbe) knows how, and we won't tell you. It's
very rare. I closed the top one of the towers to stop people from
going there often and eventually (still rare) crash their clients.

Now I'm satisfied with and tired of this map. So out she goes. 
Handle with care, and have a good time playing on it!

Can you find the hidden passages? 

/Mirar

(There is one bug still - the "painting" hidden passage isn't openable
from the inside. This isn't my fault, and I couldn't find any way to
open it from the inside. Sometimes it helps just rotating and press
the air everywhere. This is, too, a half-life bug - but I feel it
isn't that important.)




Additional Credits to   : clan Black Beret (former Lysator);
	                   especially ZinO, Per, Hubbe, Marcus
	  		  Evilchild and the other people at
	 	           Rust Editing discussion board 
                          Radium for reviewing maps 
		           (and giving general advices)

Textures                : a lot, and almost all are home-made;

   CW_TALL        The main textures. The walls and the
   CW_TALL3, 4    common floor texture. 
   CW_PEB2        TALL3, 4 is the same as TALL, but scaled and tiled
                  2 and 4x for larger textures (to fewer the polys)

 * OUT_GRAVEL     The gravel in the yard.

   CW_IVY 	  The ivy texture on the walls.

   CW_BRN_ROCK    The throne.
   CW_FLOOR2      The throne hall floor.
   CW_SANDSTONE   The raised floor below the throne.
   SG_1 - SG_4    The four textured windows.
   -0CW_PLASTER   The white plastering (also in the kitchen)

   {CW_LADB0      Ladder textures - the side and
   {CW_LADB2      the ladder (with transparent holes).
   {CM_RAIL0      rail top
   {CM_RAIL3      rail side 	          

   CM_BED_TOP     These are heavy modified and home-made
   CM_BEDSIDE     variants of some texture i found on the net.
                  It's the beds in the lower floors.
	          
   CM_PINE3       This is the common wood texture's i've used.
   CM_PLANKS3     The two first are warmer (pine) textures, 
 * TRRM_WOOD      the two second look more worn. 
 * TRRM_WOOD2     
   -0PANELF       The wooden panel (5 variants)
   CM_WOODWALL    The wooden floor in royalty bedroom

 * FIFTHIES_CCH1B For the royalty bed.
 * FIFTHIES_DSK2  The hinges on the main doors. 
 * ROPE           Ropes.
 * SILO2_C1       The roof. :)

   CM_KITCHEN     Kitchen tools (for ambience)
   CM_KITCHEN2 
 * !GWATER3	  Is the water in the kitchen.

   CW_WEAPON	  Is the Black Berets (my clan) large weapon
		  in the throne hall. 

   CMBEYF	  Art by Maria "Jade" William;
   CMCERUG        "Always a memory", "Iechuza",
   CMMETEF        "The Masked Succubus", "Eternity",
   CMLECHG        "A quiet of beyond" and
   CMMEMF         "Cerulan Blue".
   CMSUCCG        

   CRDRACF        Art by Roberto Campus;
   CRFORBF        "Dragon birth", "Forest", "Snake" 
   CRSNAKEF       and "Waterfall".
   CRWATERF       

 * BLACK          misc (actually, I don't know)
 * WHITE          
 * C1A3YELLOW
 * C2A4_BRD1Y3

 * ORIGIN	  You can't see these. :)
 * CLIP
 * AAATRIGGER
 * SKY		  This you can see...
                  
Well, that's it. The ones marked '*' is from HL packs. The other lot
are from the net, mostly heavily modified by me (using Gimp), or even
made from scratch. I made sure they all were in public domain. I hope
I'm right about this...

Tell me if you want the WAD's. I'll be happy to share. They contain
some more stuff, too. :)

I have permission from the artist to use the art. Here is their URL's:

Maria:
     http://www.elfwood.com/lothlorien/artists/william2/william2.html
     http://www.xlnt-arts.com/maria

Roberto Campus:
     http://www.elfwood.com/lothlorien/artists/robertocampus/robertocampus.html
     http://www.inergy.com/robcamp/

Sky			: custom ("castle_m")   
			  based on valve's maps and images from NASA

* Construction *
Base                    : no
Tool(s) used            : Worldcraft 2 beta, 
			  GIMP for Solaris (it's a unix),
			  pnmtools (for unix),
			  pike (i'm a developer anyway),
			  texturesdk (from valve),
			  emacs 
Build time              : 5 weeks (~180h, i guess)
Compile Machine         : PII 266 w/ 128Mb RAM
Compile time            : 0:30:40 (!) (yes, half an hour!)

Statistics:

  Object names  Objects/Maxobjs  Memory / Maxmem  Fullness
  ------------  ---------------  ---------------  --------
  models            231/400        14784/25600    (57.8%)
  planes          18720/32767     374400/655340   (57.1%)
  vertexes        18544/65535     222528/786420   (28.3%)
  nodes            7328/32767     175872/786408   (22.4%)
  texinfos         1275/8192       51000/327680   (15.6%)
  faces           13602/65535     272040/1310700  (20.8%)
  clipnodes       30298/32767     242384/262136   (92.5%)VERY FULL!
  leaves           5131/8192      143668/229376   (62.6%)
  marksurfaces    17301/65535      34602/131070   (26.4%)
  surfedges       63599/512000    254396/2048000  (12.4%)
  edges           32362/256000    129448/1024000  (12.6%)
  texdata          [variable]    2059792/2097152  (98.2%)VERY FULL!
  lightdata        [variable]    1649121/2097152  (78.6%)
  visdata          [variable]     129452/2097152  ( 6.2%)
  entdata          [variable]      71794/131072   (54.8%)
  === Total BSP file data space used: 5825281 bytes ===

  brushes total		: 2069 
  special brushes	: 110 (walls, illusions, doors)
  textures		: 56
  light sources		: 198
  sound sources		: 24
  doors			: 26
  ladders		: 26

  starting points	: 74
  weapon spots		: 60
  ammo spots		: 36
  healthkits		: 16
  batteries		: 26
  
  grey hairs		: 4711
  hours of missed sleep : more than you want to know
  fun time		: a lot, and I hope you'll have that too!

================================================================
                ::: ADDITIONAL INFO :::
================================================================

* Copyright / Permissions *
o Authors may use this level as a base to build additional levels. 

o You may distribute this level without this file. (Why?) But I would
  prefer if it's sent both with this file and the sky.

o This BSP may be distributed in any way.

o You can have the .RMF file if you want to check it out, just mail me.

o You can have the .WAD's with the new textures, just mail me.
  (Not the art, though. I promised the artist.)

o If you have any regular mapping questions, state them at Department
  of Engineering, halflife.lowlife.net. I will probably answer them
  there - or someone else will.

o If you're making a map, test it at DoE (see directly above).
  This will save Radium from going insane from too many too bad maps.
