*** 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

~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)