December 13th, 1998

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Title                   : ShoveLs Training Grounds
Filename                : STG.bsp   
Authors                 : Sean "S][OvEL" Edwards			  
Email Address           : q_ii_sce@hotmail.com
Description             : Team/Deathmatch level for Quake 2.
Additional thanks to    : id Software, for Quake, and Quake 2
                          My GF Fiona who playtested during builds and gave 
                          me some feedback. :)
                          Mephisto for hosting my page, thanx dude ;)
                          Marem for feedback
                          All the guys at the friday night LAN who helped playtest
                          Dave aka "God" for letting us play at his place every 
                          friday without fail!       			  
                                                   
Greetz                  : All LotD Clan Members, Dallas, Krusty, everyone I know
			  that I should type in but I'm too lazy ;)			 
       
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---------------Play Information----------

Level Name              	: Shovel's Training Grounds
Single				: To look around and check out.
Quake2 DM 2-10 players	        : Yep, That's about right
				   	
				 		
---------------Construction---------------

Base            : Built from scratch 
Build Time      : Some 50 to 60 hours 
Compile time    : Around 5 hour 29 mins 33 secs
------------------------------------------
Editor(s) used  : Qoole, QERadiant(For leak finding), and some paper.
Hardware        : PII 233 48 Meg, 2 meg S3 Virge(Help!) =)
                : 12 meg Diamond Monster VooDooII 3dfx (For testing)

Known Bugs      : Although the map has been level 4 vised, there are still
                : HOM(Hall of Mirrors) effects in a couple of spots but this is very rare
                : and doesn't detract from the game play at all.  
               
----INSTALLATION----
Copy the STG.bsp into a subdirectory of baseq2 called maps,
(ie c:\quake2\baseq2\maps)
Then run quake2.
Go into the console by pressing the key left of the 1 key (~), and type in
"map STG".

-------- Design Notes ----------------------
This Team/DeathMatch game map concept was an idea I have been wanting to build for quite awhile
My goal was to create the area in my head without creating unplayable excessive poly counts. Due to
the nature of the design this was a challenge I had to overcome.
	The map consist of 4 buildings each 3 storeys high being also able to access the roof, making
total height 4 storeys, each floor has 4 rooms with everybuildings internal architectural design being  
the same but laid out differently. 
	As the development hrs ticked by, a few hrs playtesting between compiling phases. Many gameplay
elements where considered for the final design. On of which was to work in some way of keeping players
moving through different parts of the map to get around. I eventualy came to the conclusion that these 
things would to just that. By putting the rockets in the sewer, ppl are bound to go down there, but they
may not want to risk firing such a weapon in confined places? so there fore will come to the surface again.
	Weapon placement is ubundant with there being a shotgun,supershotgun,machinegun,chaingun in all four 
buildings with to buildings with railguns on top and the other two Grenade launchers, perfect for launching 
down into the rooms via the balcony's ;)
	Small coloured lights are placed on the buildings they are placed in positions of regular thoroughfare
ensuring players will see them and be able to navigate the map more effectivley. These lights could also prove 
valuable in team games as a use of reference.
	Finaly elevators only work in the up direction this was left as a game play element as it ensures ppl
will exit the buildings via the balcony's keeping them moving around ;)

I have also put in the zip file a route table for Eraser bots. If anyone reakons they could tweak it a bit 
there more than welcome and I'd love to check it out if it's anygood? ;)        
        Have Fun................ShoveL?
   
 
Please email me with any suggestions for playability or any other comments.

---------------Legal Stuff----------------

You may NOT include this map in ANY sort of compilation, 
or sell it in ANY way, shape or form. Contact me to arrange something
to the contrary.
 