*** The Community Map Project ****  (attach this readme file with your piece of map)      

ENTRY`s :
Hezus => 18 January 2003  
BMTwigzta => April 2003
Penguin => April 28 2003
Fortune => Mayishkinda 2003
amckern => May 23 - June 20 2003

~ amckern
Personal Compile
I did try to compile the map, and do understand the VIS part.
After a few fast vis, the total compile time to the end of my part of the map took just over 5 hours, on a AMD 1.4 gig with 512 ram calling on full vis, and extra rad.
Keep in mind that batch compiles are quicker, and a fresh restart before you compile make the time shorter.
Issue - Too many direct lights on a face - well we have filled our lighting limits, my compile log took a masive 123 MEG's becuase of it. Ligthing appers to be corect even though this issue makes the largest compile log ever seen.

Some small issues -
1. I found a small error in BMTs office, with a railing from the stair well - BMT Knows, and says it should stay
2. Also you lose health when falling down to the sewers, is the ment to happen?
3. The Explosives box can be pulled faster, then it can be pushed - though this can't be helped, its HL at work.
4. You TeleFrag the assassin at spawn leaving you with 1 sentery, and 1 grunt to help battle the spawn monsters.
5. I took the BM Trucks from a riped version of cs_milltia, and hence the textures where wrong, i have never been able to get the front windscreen on right, so if some 1 could allign the windscreen on my BM trucks, i would be thankfull

My part might have some bad r's, but it should be all good becuase of the dounut road. If you must copy the road, then know that the effect came from arch, and carve, so to much of this effect, used unwisely WILL *stresses point* cause errors.

Please add this line to the lights.rad file (also add BMTs)

*
SUBWAY_LIGHTS		165 230 255 5000
*

My parts have amckern in the name - such as the doors that have the locked sound have amckern_no

I also added "LiftControls" to the wad.

I started part 2, and added a random boss monster to the end of map 1 for map change, boss monsters are
Baby Garg
Bull Squid
Big Mother
Gnome
Alain Grunt

Any issues please contact me at amckern@yhaoo.com - or leave a post at www.geocities.com/amckern/

~Fortune
Feel asleep and woke to find this. Added 4 Textures and stuff. Every texture and entity I have has "for" in it.
~ Penguin
I'm good...just make sure to use BMT's RAD files...VIS will take you forever as of right now. Dont try to compile.
If anything doesnt work in my part: AIM- philw1386  e-mail: phil-w@rocketmail.com
~ BMTwigzta

Add the following text to your lights.rad file (excluding *) to enable my sewer lights to work through compiling:
NOTE!!!!!!! LIGHT3B NEEDS TO BE REPLACED NOT ADDED (there's already a light3b entry in your .rad) or you can just change its brightness to 7500

*
~LIGHT3F		229 125 55 500
~SPOTRED		255 0 0 300
~LIGHT5A		155 155 235 2000
~LIGHT3B		155 155 235 7500
*

~ Hezus

I started off with this story as the setting of the map :

***************************************************************************************************************

                              *** Black Mesa Accident + 15 hours ***

You and some of the other Black Mesa Staff have survived the accident, till now. Driven back by the
alien forces they find themselves trapped in a sub-underground storage facility. With every alien attack the
survivers lose their ammo and some of their friends. Then the survivors agree to take their chances and break
out of the facility and reach the surface as soon as possible, not knowing that the military has allready taken
control of a large part of the facility. 

***************************************************************************************************************

That`s the story. Feel free to add thoughts of your own to the story. Maybe it`s nice to let the map end in the
death of all the survivors, at least that is a bit for a new idea ;) (and evil too, muhaha).

As for the map :
Try to keep the texture-theme ("tnnl" and "crete"). When you want to switch the texture-theme 
be sure the change of setting is logical. Just popping in from "tnnl" to "fifties" looks quite wierd. 
Custom Textures are fine when they fit the story or theme, but try to keep them low used. For sake of
the other mappers and the file size of map package.
Please do not add extra weapons to the config file, if you want players to have that weapon you want then
just put it in the map. Futher more make sure you do NOT add the Gluon or the upcoming Minigun in the map.
These weapons are way to powerfull, and these weapons would force the next mapper to keep a fair difficulty
compared to the use of the gluon or Minigun. Adding of the Gluon or Minigun is ONLY ALLOWED when you are the
last mapper to work on this map and want to have a big fanaly with powerfull monsters who really need a 
gluon to be beaten. But I do not recommend this, because we are not about to make this a spam map. When you really
really f*ck up the map bad with your part in it, do not argue when someone else feels free to change stuff in
your part to keep it nice. Same is for keeping the map "clean". This means no difficult carving wich creates loads
of unneccesary brushes. Another good thing to do is to generally work symetric. This saves on r_speeds and keeps
the map logical for you and other mappers.

As for my part of the map :
I started off with the spawn place where the players start and a bit of corridors with some battle. Best is to end
your piece with a door, so others can easily place their piece behind it. Feel free to use any of my pieces of
architecture and objects. When you really NEED to change anything to my part you are allowed to do that if it`s needed
because of the story or to reduce r_speeds. This does NOT mean you have to delete some of my architecture ! Please keep
that intact ! If you want to add detail or architecture to my piece of map you are also free to do that, unless it fits 
into the theme/story. When you use triggers make sure you use a uncommon name. When you trigger a door by naming it "door1"
it might be used allready by another mapper. Instead of "door1" use something that is familiar with the setting like :
"storeroom_door1". 

Purpose of this file :
I recommend you read the entire file before you start working on your piece of the map, because there might be wishes 
of other mappers below that need to be taken in concideration. (When you allready intented to do so, I didn`t say anything ;) )
As soon you finished your piece be sure to add your ENTRY above so we have a little indication on the maps history and
who worked on it and when. Then feel free to add whatever you wanted to say below the comment of the mapper before you.
When you done this you can add your name to the Motd so your name will be famous too ;) rofl.

                  ********  Hezus, Contact : hezussupastar@hotmail.com (MSN) (ICQ : 78544979) ***********

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>COMMENTS<

Nice start, albeit a bit short... Saving all the space for us Hez? How thoughtful of you ;) But man, the detail in your intro is so great I want to see more of your work. Perhaps you can finish off the first bsp? (BMTwigzta)

I Personaly like the rail system, and the "mine". They fit togever very nice - good flow through. The lighting around the rail - mine door makes a very nice setting.