**** This map designed for the TeamFortress v2.5+ quakeC mod ****
Release Date: September 21, 1997
================================================================
Title                   : Overboard!
Filename                : overbrd2.bsp
Authors                 : Trevor Maydaniuk aka Head Lice [GP]
Email Addresses         : trevor@cafe.net; headlice@gp.cafe.net
Description             : TeamFortress v2.5+ map

Additional Credits to   : -GP clan members for inspiring words and
                           testing.
                          -Superunknown [GP] for nifty map name.  
                          -Torsion [GP] for server time.
                          -Ned Flanders for lots of testing.
================================================================

* Play Information *

This map does not work properly without the TeamFortress v2.5 or 
higher QuakeC patch, which can be downloaded from 
http://www.planetquake.com/teamfortress or from ftp.cdrom.com

TeamFortress            : Yes
Single Player           : If you want to!
Cooperative             : No
Deathmatch (2-16)       : No
Difficulty Settings     : No
New Sounds              : No
New Models              : No
New Textures            : Yes
Add on Texture Wads Used: cztex.wad
New Music               : No
Demos Replaced          : No
AutoTeam                : No
Hook                    : No
                          
Known Bugs              : Hehe tons, but I'm too lazy to fix them!
Build Time              : I lost count but 200+ hours anyway
                   QBSP : ~40 minutes
           light -extra : ~15 minutes
          rVIS -level 4 : ~10 hours

Notes, soapbox, and assorted propaganda:

  Overboard is a simple CTF map with no fancy rules or anything, just plain old
CTF, that looks (blow my own horn) pretty darn cool.  It started
almost a year ago when I first saw 2fort23, and my roomate at the time said
basically "my god this map is ugly".  Teamfortress might have been the coolest
quake patch ever but a lot of those early maps were a little lacking as far as
beauty and realism is concerned.  I decided at that point to make my own TF map
and created the ship you see in this version. Mind you that old ship kinda
sucked so I sunk it :).  Anyway, I played around with a bunch of different map
concepts and designed a bunch of buildings and stuff, and then dropped the idea
and went back to playing Threewave CTF.

  Then, Sgt Thundercok released Well6.  Man what a map.  I had to finish mine! 
So I played around with a few more building designs, and then gave up again.
Finally Sgt Thundercok released The Rock.  This is as far as I am concerned the
best all around map available for TF.  Seeing just how cool the prison cells 
were made me want to do something approaching the same level of coolness.

 Over the next few months I finished the inside of the base, and
got the map together. I redid the ship, and made some pretty flags. 

I think this map is probably a little slower than most - but not much.  It is,
at least on my system at home (p150 32mb) proof that being a minimalist when
creating a map is not that much of a boon to FPS, just a time saver for the
level designer.  Mind you, I've never had 32 people playing this map, and I
may be forced to eat these words :).

This map will not run with 8 meg of heapspace.  If you want to check it out
in regular quake, use -winmem 16 on the command line.

I've made concessions to GLQUAKE players by reducing the sky area (which 
seriously chokes GL) but if you decide to revis this map for transparent water
then I am sure it will be slow as all hell. This was not entirely unintentional.

Please email me if you have any comments, suggestions, hello's, or bitches.







Legal:

This map is Copyright (c) Michael T. Maydaniuk. This map may not be sold,
rented, leased, hired, or included upon any distribution CD or media for which
a fee is charged.  This includes CD's or media for which only a nominal
copying, duplication or shipping fee is charged. The user of this map or any
data files included with it accepts all responsibility for any damages the user
might incur due to the use of, or inability to use this map or the datafiles 
contained herein.
