This text contains stuff like entity specs for AirQuake maps, etc. It's
divided to sections for MODELS, MAPS, and SOUNDS. 

*MODELS

I need models for everything in this "TC". If you are a good modeller (as
good or better than me), any help you can give is welcome.

NO BEGINNERS PLEASE! If you think your models are BETTER than mine, then ask
me if I like them too.

And, KEEP THE SKINS SMALL! If the model will only be seen from long distance,
then what's the point of having 800 pixels wide skin on it? 320x200 is the
definite max skin size!

Place stuff like missiles and planes in the base frame so that they "look"
downward, that usually keeps the proportions of the skin right. Use MedDLe
to make the models, it automatically makes the skin max 320x200 and scales
the vertices on it... Remember, ALL the polygons of the model have to be
visible in the skin. I will DUMP models without properly made skin. (I can
draw it better, but NOT if you've messed it up by making it too big and have
polygons over each other)

OK, enough for shouting.

Right now, I need models for single-player enemies:
 - Tanks
   Turret or up/down turning gun barrel into separate model... The origin
   of the turret or gun barrel must be the same as the tank model's origin
   to make the rotation work..
 - Mobile AA-gun/SAM vehicles 
   Again, gun barrels etc into other models.
 - Bomber planes, AWACS plane.
And misc. stuff:
 - Trees
 - Different missiles
   Right now I need one missile that should look like a Maverick or Hellfire,
   and a bomb that looks like... a bomb. But I might as well do these myself.
 - More planes for the player
   Bomber, A-10 clone, SR-71 style recon thing, more fighters.. These are
   not supposed to be identical conversions from real planes, just something
   that looks cool, maybe a bit "familiar" to show what's the role of the
   plane in the game. (Think about my 1st plane as an F-16 for this TC...)

*MAPS

For now you can concentrate in making DM levels since I have almost no
enemies ready yet.

Architectural recommendations:
 - Keep the scale pretty big. You need around 384 units of space to turn
   around, and more if you use the afterburner. So, about 512 units (I like
   numbers like that..) should be the minimum horizontal size of places
   where the planes need to turn. (ie. practically any place. One-way tunnels
   are not fun in DM)
 - 128 units is the minimum width/height of a tunnel you can fly through, and
   you can have curves in it... I think these should be left for big powerups
   like Quad (when I start to support it; currently you can't collect them).
 - Try to avoid really huge open areas. My test map (Air1) runs very slow
   in some places, and especially when there are some particle explosions
   going on.
 - The Quake map size limits are from -4096 to 4096 in x,y,z coordinates.
 - Try R_DRAWFLAT 1 to see what qbsp does to huge, yet simple walls... That
   explains the slowness. What I'd like to see, is a system of large but not
   too huge underground caves and outdoor areas, with some buildings etc,
   and everything connected by curved tunnels to avoid grayflash. 

Entity specs:

PLAYER AIRCRAFT (info_player_XXX)
  The planes use normal player starts. Make the starts in air, pointing
  away from nearest walls to avoid crashing at the start... The model
  for these is progs/plane1.mdl (until I make more different planes for
  players). You can set the "style" field to force a plane type:
  Style 1:  Dogfighter (plane #1)
        2:  Fighter Bomber (plane #2)
        3:  Stealth Fighter (plane #3)

AMMO CRATES (item_shells, item_spikes, item_rockets, item_cells)
  Ammo crates float in air, making them possible to collect with aircraft.
  Their models are now centered around the origin point.
  item_shells = 8 Rockets for the rapid-fire rocket pod
  item_spikes = 50 Ammo for chaingun
  item_rockets = 4 Missiles/Bombs
  item_cells = 20 Cells. (Laser and plasma use these)
  The model for all these is progs/box1.mdl.

DRONE PLANES (monster_drone)
  Drones fly around their routes. Make their flying paths in the same
  way as for normal monsters and func_trains (ie. path_corners linked).
  The current model for drone planes is progs/plane1.mdl. Don't make the
  path go through too narrow openings. It's hard enough for human people
  to fly through those, how can you expect a BLIND thing be able to do it?

SAM LAUNCHERS (monster_sam)
  SAM launchers have a static base, and two rotating tubes that shoot
  homing missiles. It can shoot about once per 2 seconds. If you fly
  in front of the SAM launcher, or very near to it, it starts to
  shoot at you. If you are destroyed, or get into place where the SAM
  can't see you anymore, it "forgets" you and returns to its original
  direction. Make a "SAM site" of three launchers, looking to all
  directions, to get the maximum effect. SAM launcher uses two models:
  progs/samba.mdl for the base, and progs/samtb.mdl for the barrels.
  I use the latter in my editor, because it shows the direction better.
  By default, SAM launchers have 4 missiles each, but you can set it
  by adding "ammo_rockets" field for the entity in your .map file.

ANTI-AIRCRAFT GUNS (monster_aag)
  AA guns work in the same way as SAM launchers, except they shoot plasma
  balls. They can be rather effective especially in tight places. Shoots
  two times per second, and has practically unlimited ammo by default; set
  the "ammo_cells" field if you want to change this. AA gun uses the same
  models as SAM launcher. Use spawnflags value &2 to make the plasma balls
  explode ("flak") around the target... (It's timed by the lead-calculating
  routine to explode when it should hit you)

EXPLODING BRUSHES (func_xwall)
  Works like func_wall, except you can destroy it. If you don't set the
  amount of health in the .map file, it's 300 points (requires 4 rockets
  to kill). If you set the "dmg" field, the explosion will cause damage
  to nearby entities (Use for oil tanks..).

OTHER
  If your map has a constant sky level, place an entity named "info_sky"
  about 64 units below it. This prevents people from crashing into sky. :)

  You can do sky all around the area (walls too), if you make it from
  func_wall entities. This is not recommended, though. Basically, the
  plane just stops into func_wall, and sticks into it until you turn
  away; it doesn't look cool.

*SOUNDS

I need sounds for the planes. They don't need to produce constant noise as
it's pretty boring.. But some sort of accelerating sound for the afterburner
would be very nice. Also I need better sounds for missile launchs, and some
warning beeps, maybe even a nice woman voice saying "incoming missile" etc.

Basically, anything you can hear in a flight simulator, would be usable in
this TC. Just keep sure, that if you contribute, you don't send me any
copyrighted or commercial material.
