CONTENTS - QUAKE2 MOCDM1.bsp (Cannon Fodder - by moc_mr_fitz)
Features
Description
Updates (from website: www.geocities.com\moc_mr_fitz\)
Acknowledgements

Features of Cannon Fodder

 type                   deathmatch (standard Q2, no mod in mind)
 concept                medieval? theme with two cannons which fire YOU
 number of players      4-16 (though still fun 1 on 1)
 custom textures/sounds none
 environment            space1
 weapons                all but BFG and Hyperblaster
 lava                   none
 water                  none
 doors                  uh, ya...but very unobtrusive since invisibly "triggered"
 map editor             Tread V1.02 but get 2.0 (soon, to be improved) at: Tread
 file                   unzip into your quake2/baseq2/maps/ directory


Description

Q2 "Jump pads" but much more...
This map has a bit of a medieval theme and is centred on two large
"cannons" (thanks David Hyde and others for Q2 jumppads) which will launch the character
the length of the map. If you want the Railgun you better get ready to
fly. I orignially thought this would be a great way to practice my railing
against Eraser bots. Unfortunately, the bots don't work well
in the cannons. I have tried my best, to keep r_speeds LOW
(avg. 230 world polygons; max. 700 polygons) so the map will run smoothly even on the
most sluggish video cards. I have also made every effort to make sure there
are plenty of exits (entrances) into each space (all of which are open, but not
too open). It is fairly intuitive to figure out how to get around since the
design is somewhat symmetrical. If you prefer the BFG or the Hyperblaster...this map is not for you.
Sniper-zoom alias is recommended if you use the rail - nothing like gibbing
someone in mid-air.


Updates from website: www.geocities.com\moc_mr_fitz\
Sept 13/00
This time, for real - done.
Found another trigger that wouldn't work in software video mode - I hope you people without open gl and 3dfx cards appreciated this.

Sept 12/00
Okay, now it's done.
Minor update to the mocdm1.bsp file (note the name hasn't changed so you will have to overwrite if you have an old version of
this file).  A trigger did not fire in software mode (rarely play in this mode so didn't catch it first time around)

Sept 8/00
This has become more of a saga that a map, but I think (fingers crossed) it is DONE!  It is finished, that is, as long as nobody 
finds any substantial errors.  I reduced my r_speeds considerably (see Aug 30/00 below) in the main room and elsewhere.  Yes 
I had to use areaportals - something I wanted to avoid - but these helped immensely (most areas r_speeds were halved!).  I 
use silent triggered doors so playability is not really effected.  I also used brush entities (doors with names for triggering but no 
actual trigger) to help cut down on wpolys - really helps if used wisely!  Unfortunately, you cannot put items on top of these, so 
the pickups had to be rearranged.  I discovered I had an errant portal which was causing many areas to join for vis when they 
shouldn't have.  It turns out that the portal was only created on odd compiles - sometimes I even had to shut down Tread (my 
editor) and restart to get it to compile with the right configuration.  How do I know - areaportal error "areaportal does not 
touch two areas" - these would show up on some compiles, indicating a leak from one area to another where none theoretically 
should appear.  Qbsp3 (even Dewan's) doesn't always cooperate.  Some "verticality" has been added to the main area too by 
including some ledges for sniping or maybe having a lovely picnic.  ChrisHester suggested if I am going to use a door texture I 
should actually make doors (in the circular stair areas) - so I did - a sort of  'homefree' area when you want to have a break 
from the action.

Aug 30/00
Please help me with my r_speed dilemma.

Aug 24/00
This is the next to last version of the map.  Why so many edits?  Because I spent so much time on it, I want people to actually 
play it (apparently there ARE still people playing Q2...).  I sorted out my vertex alignment problems in the cannons (for the 
most part).  I also caught the misaligned brush that would catch you in one of the tubes.  There are no more phantom brushes 
that I can see (a problem with using "wonder brushes").  I am going to see if the Rust people will post a POTD to get more 
feedback.  I ran a server and "stole" Colleen_08, Kickaha4, and __iJaG_iNsAnE__ away from Alldeth's  server and things 
seemed to work well - comical at times (thanks) but I am hoping somebody might put this on a server to try with a larger 
group. I would appreciate feedback at the Rust forum (Q2 section) or via email .

Aug 16/00
With much help from Maddog (see acknowledgements) and his "wonder brush" I have managed to get the cannons to line up 
with the wall.  I have added 4 areaportals to cut down on the r_speeds in the main long room.  I would appreciate feedback at 
the Rust forum (Q2 section) or via email .  You can help me add to the following list:
1) phantom brush extension on cannon feed tube
2) light fixture on rafter beam eliminate light property on sides.
I have had no luck with problem 1, manipulated vertices like crazy but... so if you want to look at the mapfile (below) and 
indicate if I am missing something, much appreciated.

Acknowledgements
MadDog via the Rust forums has been very helpful with the final stages of this map, thanks loads.  Recently 
"some_guy_I_know" gave some great feedback regarding r_speed reduction an some problems with the centre "well".
Joe, Nick, Sean, Wayne of the Tread team all of whom at one point or another helped
with Tread (awesome support for "FREE"WARE) and may design problems. David Hyde for not only
"unlocking" the push_entity capabilities but for answering several map editting
questions (and for sending me the .map for Q2 8 trackstereo - used in my first ever map).  Thanks to Higgins for beta testing 
early versions of this map!