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TITLE: Sanadoria
AUTHOR: Chris Hedberg
EMAIL: config_guy@planetshogo.com
DATE COMPLETED: 6/23/99
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Build info:

Build Time: LOTS! This was my Shogo level contest entry, 
	so I've lost track. Estimate 3-4 months.
Compile Time: 25 minutes on a P2-450. Lots longer on
	a P75. ;)
Highest known poly count: ~600. Should run well on 
	almost any machine. I've tested it on a P200 
	with Voodoo1. Bugs: A few lighting bugs (duh),
	one or two corners which grab people if they 
	wall-crawl for no reason. Feel free to report
	anything else!

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Play info:

Life on Cronus is never pleasant, but for the unfortunate Sanadoria neighborhood of the old city, life was especially grim. Sanadoria is in an area of Avernus terribly hard hit by earthquakes. The area has been cut off from the rest of Cronian society after one tremendous quake closed all tunnels leading to it except a single surface road (and who really likes driving on the Cronian surface?). The cavern roofs collapsed, crushing some buildings; others literally fell through them into lower caverns to be lost forever (mostly). However, despite the devastation, stories say that there's some power left there from geothermal plants, and that the office area (and its shopping mall) and the sports arena are intact and even well-lit. The only people who know the truth are rebels and edgerunners, who have reportedly moved into the devastated caverns and use them as a site to play out their vendettas and blood sports in privacy. Only the extremely skilled would pilot MCAs through collapsed caverns and around the debris in Sanadoria. Them, and the foolish, of course...

This is a large, horizontal level with a loop structure suitable for 2-8 players. It might work well for more than that, but I can't vouch for it because the most I've ever gotten on is 3 people. :) 
Fun side notes:

Technically, this is one of the oldest Shogo maps out there, started before Shogo even released as a part the Shogo level editing contest. It eventually won first place in the Mecha category, and although I imagine it's being surpassed in greatness by the cool maps being done by folks now, it's a pretty good effort considering at the time we didn't have any game code and the editor crashed with such regularity you could set your clock by it. :) Oh, how far we've come! The level's been improved and brushed up a lot, but the fundamental structure is exactly as it was during the contest. I just added things like start points, doors, sky boxes, weapons, lighting, volume brushes and textures that we didn't have during the contest. Hmmm, so I basically added everything except the actual geometry. :) 

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Thanks: To the entire Monolith crew, without whom this level would definitely not have happened. To Craig, Jeremy, and Todd Clineschmidtfor lots of advice and technical help. To John Jack, for running the Shogo level contest which sparked this whole thing. To Commando CEO, without whom nobody would be playing Shogo. To the great folks at PlanetShogo. And lastly, to the dozens of folks across about three web forums and mailing lists who help encourage me and give me mappin' advice. 

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Rights: SHOGO-M.A.D. and all associated goodies belong to Monolith Software. The idea for this level belongs exclusively to me. If you wish to redistribute this level in any form other than the .ZIP file it came in or through distribution channel involving cash changing hands, you must contact me first and obtain my express permission. Do otherwise, and I will hunt down your grandchildren and send them back in time to kill you. 