||.----.||.-----.-----.--|||.--.--.
|    ||   _||||  -__|     |  _  |  ||  |  |
|___| |__|  |__||_____|__|__|_____|__||___  |
 ______                              __  |_____|  __
|      |.-----.--------.-----.-----.|  |_|__|  |_|__|.-----.-----.
|   ---||  _  |        |  _  |  -__||   _|  |   _|  ||  _  |     |
|______||_____|__|__|__|   __|_____||____|__|____|__||_____|__|__|
                       |__|

November 2, 1999; 10:39pm
====================================================================
title			: Friendly Competition         by Muffinator
====================================================================
filename		: si_canyon.bsp
version			: 1.0final
public release		: 5 (sheesh)
author			: Muffinator! aka CyBen (to some)
contact			: e-mail: muffinator@netzero.net
homepage		: scind.8m.com
description		: large (not huge) SI level. Made for SPEED (anti lag)

--------------------------------------------------------------------
Optimized for SPEED! And LOW LAG! This map screams on my machine, and should do
very well (probably better) on yours... BTW... did I mention SPEED! 50fps avg (266)

credits			: Armin Rigo and anyone associated with the QuArK project
			: A scientist by the name of Walter, thanks for those Xena
			  pinups! They were a little sticky tho...
			: The people who made the prefabs I used. I deleted the zip files,
			  so I lost the author info. You know who you are.
				- All chairs
				- Coffee machine
				- All desks
				- Ash tray
				I made anything else
			: Zoner's Half-Life Tools (compiling tools) diminsionalrift.com
			  Without these,this map would have needed at lease 40x the
			  work (because norm utils lack QuArK extensions). Just TRY to
			  texture sloping in Worldcraft (seen in the sloping halls).

====================================================================

* play information *

single player		: no!
deathmatch		: nope
science and industry	: yep
new graphics		: |
new sounds		:  |- All data either came with SI, or Half-Life
new monsters/weapons	: _|

* construction *

base                    : scratch

editor used             : QuArK 5.10 planetquake.com/quark
                          Worldcraft sucks, I've used both much and QuArK is better

build time		: a few weeks off and on
                          adds up to a solid week of several hours each day

compile machine		: Celeron 266 (not overclocked, wow) 64mb sdram
			  RivaTNT Graphics Blaster, 8.4gig HD (not that those matter)

compile time		: hlcsg		= 75secs
                          hlbsp 	= 50secs
			  hlvis		= 53secs
			  hlrad -extra	= 2169secs (thats about 36 minutes)

			  total		= almost 40 minutes (not too shabby)

what's new (1.0f)	: - Deco in "secret passage"
			  - ReBreakable crates
			  - The military setup camp in the canyon...
			  - Fixed trigger_push (wasn't pushing)
			  - Fixed admin (wasn't admining)
			  - Some texture changes...
			  - Made all doors (except lab tunnel) damage 10
			  - Fixed MCL front door (was team only)
			  - Changed indoor dsp spots so they kick in faster
			  - Beveled the doors so they don't catch you (and they look cooler)
			  - Plants outside!

what's new (1.0d)	: - Moved around sci starts a little... now more randomy
			  - Moved lab doors, now the sci's aren't limited to the rotor room
			  - Reduced ALL doors' lips to 0
			  - Added trigger_hurt's to all team rooms
			  - Fixed spawn gibulator
			  - Shifted entire map a little so that the intermission bug
			    wouldn't be too bad
			  - Changed in-base DSP...
			  - Adjusted nodes
			  - Added dsp in cloning vats to reset if you change teams
			  - And a partridge in a pear tree!

what's new (1.0b)	: - Clipped sky (mostly)
			  - Fixed broken ambient sounds

what's new (1.0a)	: - Added missing weapons =|

what's new (1.0)	: - Better nodes in labs
			  - Doors no longer kill sci's
			  - Added my "signature", you'll have to find it
			  - Much better lab decorations!
			  - Put team only gibulator in cloning room
			  - Ambient sounds (!)

original release (0.9r)

known bugs              : - Very few visible light sources, meaning lots of magic floating
			    lights. I tried putting ceiling lights in, but texture alignment 
			    in AFD was a bitch...
			  - Debris from rebreakable stuff doesn't come out all at once,
			    after lots of messing around there is nothing much I can do...
			  - Strange lighting anomalies on sloped walls.
                            Purely asthetic. Not my fault, either :)
			  - Ambient sounds can bleed thru walls (listen to microwave in AFD)
                          - Many spelling errors in this file, notepad doesn't help
                          - All other bugs are the fault of either SI, or Half-Life
                          - If you find a bug that was my fault after all, mail it!

====================================================================
* Fake Frequently Asked Questions(Tm) *

q: That tunnel door to the labs kills me!
a: What do you expect from a massive rotating chunk of wall?

q: They are camping my respawn!
a: There are 4 ways out, if they can cover all 4 doors then you suck

q: It's too boring in here, there aren't enough decorations
a: That's so even people with a 166 can run it...

q: What's that little unmarked room with the boxes?
a: It's an unmarked room full of boxes (duh)

q: Is there a way to get to that rock ledge in the MCL area?
a: No

q: Why did the military setup camp in a dead end canyon?
a: Don't ask me, I didn't give the orders

q: Why is their blood black?
a: It's actually very dark red, that's what happens when blood dries

q: I'm stuck somewhere!
a: I tried to eliminate possible sticky spots, mail me: muffinator@netzero.net

q: I have heard much about your very fine web site establishment, and would
   like to visit to bask in your ultimate glory...
a: Well thanks! <plug>http://scind.8m.com</plug>
====================================================================

other information:
total brushes		: lots
total entities		: not as many, but lots
                          Zoner's tools don't report these numbers, neither does QuArK :)

====================================================================

Who reads these files anyway? Not many people bother to read the SI
readme after (or even during) the download...
====================================================================
* legal stuff *

You may distribute the si_canyon.bsp file as long as you include this text file with it. You may not under any circumstances distribute this file for financial gain or other reward without my express written permission or the permission of those credited above.
