October 5, 2001

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Title:           Industrial Revolution
Mapname:         q3wcp15
Game:            Quake 3 Arena CTF, Threewave CTF (all modes), and Team Arena
                 SEE REQUIREMENTS SECTION FOR VERSION INFO
                 6-10 players
Author:          Joel Baxter (aka Johnny Law)
Previous work:   jlctf1 (and variants grazer-wfa, grazer-ttn)
                 clan arena "Lost Colossus" for m3amap1
                 titans_ctf and titans_ta
Email:           jl@clanplaid.net; if that fails: jbaxter@lemur.stanford.edu
URL:             http://www.clanplaid.net/~johnny/

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* Description *

Old factory complex, yada yada, you know the drill.  Note that the map uses
mirrored symmetry, not rotated!  It will be confusing at first but hang in
there and follow the colored arrows.

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* Requirements *

This map is intended for use with Quake 3 CTF, Quake 3 Team Arena, and the
various gametypes of the Threewave mod.

The map makes use of some fairly recent Q3 features.  If you are playing the
map with standard unmodified Q3 or TA, you must have version 1.29f or later
installed.

If instead you are using one of the mods OSP, CPMA, or Threewave, then it
will probably work OK with Q3 versions as early as 1.25, as long as you have
the latest version of the mod.  (The latest version of the mod may itself have
Q3 version requirements, of course.)

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* Gameplay notes *

In Team Arena play, there are two yellow armors on two spawnpads in the center
of the map.  In non-Team Arena play, there will be only one yellow armor
spawned at a time, on a randomly selected spawnpad.

There are other differences in item placement in different play modes, but
they are either obvious or not too important.  Figure them out for
yourselves. :-)

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* Credits and appreciation *

Media credits:   - Many textures by Kevin "Rorshach" Johnstone.  The ones that
                   begin with q3hh1_ are from his "Clockword Droid" set, and
                   q3hh4_ the "Vendetta" set.
                 - The red/blue CTF logo and weaponpad shaders and textures
                   are courtesy of Dekard and the Threewave project.
                 - newgrate.jpg is the id texture base_floor/clanggrate2.jpg
                   with the border recolorized to better match the Clockwork
                   Droid textures.
                 - fan_newgrate.tga is the id texture sfx/fangrate.tga with
                   the newgrate texture replacing the material around the fan.
                   I've also added light bulbs from 1r_light01b.
                 - fan_newgrate_closed.jpg is fan_newgrate with 4_mek01 added
                   "beneath" it.
                 - pitted_rust3_dkblue is the id texture
                   gothic_trim/pitted_rust3_dkred.jpg, colormap rotated from
                   red to blue.
                 - I added a blank border around q3hh1_1r_cog01.tga to get
                   around some problems with clampmap not working.  It is
                   otherwise unchanged.
                 - q3hh1_1r_metrim1_edge is an 8-unit border from 1r_metrim1,
                   used on the top faces of the grate trim.  I had to use this
                   piece rather than the full texture so that its mipmaps
                   would be the right color.
                 - q3hh1_1r_light01_mod.jpg is derived from its namesake by
                   removing some of the obvious lines that were bleeding
                   through the "light bulb" part of the texture (and making
                   it look very non-light-bulby to me).
                 - q3hh1_1r_metpan02_mod.jpg is derived from its namesake by
                   using the "pebbling" pattern from
                   base_floor/clang_floor2.jpg as a bumpmap and then darkening
                   the non-bumpy parts with filters and hand-painting...
                   really doesn't resemble the original at all now I guess.
                 - q3hh4_lightstrip_mod.jpg is a composite of two Vendetta
                   textures, with part of the middle removed, to make it
                   easier to apply and align them.  The two source textures
                   are 4_cwall03 and 4_met04b.
                 - q3hh1_composite.jpg is a stack of 1_concrete01,
                   1r_plain_met01, and 1r_clock_teeth01 used to save polys on
                   the layered walls in center.
                 - q3hh1_q3hh4_metcomb.jpg is a composite of 1r_plain_met01
                   and 4_b_panel07_plain.  Again used to save center-area
                   polys in an obvious way.
                 - Textures that begin with v_ are composite images used to
                   replace certain shaders in vertex lighting mode only;
                   each consists of a Clockwork Droid texture with a colored
                   glowmap added onto it.
                 - The various glowmaps are made by me, using the associated
                   textures as templates.
                 - Shaders also made by me; where derived from other shaders
                   that should be noted with comments in the .shader file.
                 - The gear sounds are from Death2Uall's Industrial Pack 1
                   (http://www.planetquake.com/smackdown/downloadspage.html).
                   gear_64.wav is the same as gear01.wav from that pack.
                   gear_32.wav and gear_96.wav are truncated versions of
                   gear02.wav.
                 - background_drone01.wav and drone_engine.wav are also from
                   Industrial Pack 1.
                 - The two simple "ribbon" md3 models are made by me.  Yes,
                   they do need to be present in the pk3 for everything to
                   work correctly.

Other thanks:    - The Quake3World level editing forum crowd -- sages,
                   friends, guinea pigs.
                 - Sundown, nakedape, Casey, QPsiren, Maj, Karloff, and
                   scancode for beta feedback and suggestions.
                 - Clan Plaid, because if it's not Scottish, it's crrrap!
                 - The obliging folks of id software and the Radiant project.

Tools:           - GtkRadiant 1.1-TA (http://www.gtkradiant.com/)
                 - q3map 1.0r
                 - bspc 2.1h w/custom cfg file (jumppad costs reduced to 1)
                 - The GIMP 1.2.0 (http://www.gimp.org/)
                 - MilkShape 3D 1.5.5
                 - My very own GtkRadiant plugins, PatchAlign and Flipper.

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* Map specs *

Base:                 None
New sounds:           Yes; see the credits above
New graphics:         Yes, almost completely; see the credits above
Build time:           June-July 2001; some additional work in September
Brush count:          5914
Entity count:         757
Max polygons in view: approx. 8000 *
Imagelist size:       approx. 2.9 Mtexels **

* This is the max r_speeds value with gun display enabled, 3D icons, 3D
items, and high detail geometry, as viewed from the normal playing field.
It is possible to see higher values when spectating/noclipping/grappling to
the highest points in the map.
** This is the imagelist size at r_picmip 1 (2nd-highest texture quality);
base Q3 standard is 3 Mtexels.

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* Known issues *

Bots... arrgh.

OK, first of all bots will not use the flag room lift; this is because of a Q3
limitation.  Bots also can't make strafejumps; c'est la vie.

More frustratingly: when picking up the enemy flag, bots in unmodified Q3CTF
will leave the flagroom by the exact same route almost every time.  As a map
designer I cannot influence this with botroam entities, as bots will ignore
botroams once they have the flag.

This problem has been reduced in TA, as bots will more actively choose to take
alternate routes in TA CTF.  And of course the problem is basically
non-existent in the other TA gametypes.

This extra bit of TA bot AI has been added or is being added (as far as I
know) to the OSP, CPMA, and Threewave mods for use in normal Q3CTF play on
hybrid Q3CTF/TA maps like this one.

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* Copyright / Permissions *

All media used in this creation remain property of their respective owners;
they are used here with permission.

The author reserves all rights concerning this creation not superceded by
prior claims and not waived in this document.

You may of course install this map on a Q3 game server, and you may install
it for a Q3 client to play the map alone or on a game server.

You may not use this map as a base for creating other works without 
permission from the author.

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