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Title:			The Hangar Hive
Filename:		hangar3a.bsp
Author:			Bongo
Email:			If you have questions or comments please
			put them on the Team Reaction Gloom Mappers 
			Forum
Time limit:		69 minutes (an alarm sounds a 4096 seconds,
			68 minutes)

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Game:			Quake2
Modification:		Gloom
Original Sounds:	gloom/world/ambient25
			I didnt make this sound, its from gloom5 by 
			Jean-francois (REX) Leclerc & Aaron (Lifer!)
			Gilmore. It's the only sound/texture that's 
			not in the original game. Anyone with the 
			offocial gloom maps should have it.
Base:			This level is based on hangar2 from the
			original quake game, although it's so heavily
			modified, its almost an origianl map.

Editor:			Quark 6.22

Known Bugs:		Grenades thrown into the water will not show
			explosions, but will still cause damage when
			they explode. I've tried to work around this
			but i can't without causing the poly render
			count to shoot throught the roof (see comments 
			about VIS below). I don't know which team this 
			benifits, perhaps both, and neither.

Build time:             3 months, although i was learning the editor
			and trying out every little idea that came into
			my head, weather it was related to this map or
			not.

Compile machine:        PIII-500 128MB
TXQBSP3 3.9		30 sec
TIMVIS3	?		5 min
ARGHRAD 2.1 (nocolor)	35 min

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Comments:

	This is my first level ever, and i've found out the hard way that that intelligence and intuition are no substitute for experience.
	
	I have looked into the face of the beast and she is VIS. Although i can run in OpenGL i prefer software, it's brighter, and the maps dont look like technicolor vomit. Thus i'm very aware of framerates. It's also why i will never use transparent textures. When i first made the map i had poly counts of 1100+ which equals framerates of about 25 on my machine. I had to redesign, reconfigure, and reeingeer the map dozens of times in order to to lower the average to about 350 and the maximum to 620. Even then i had to add what i call 'vis plugs' (the mist slime walls). I don't mind the vis plugs because they add to the strategy. A few obstacles on the far side, can make hummies step carefull. 
	I also think my timvis3 is broken. It does some odd things at times, rooms rendered that have no path whatsoever, not even cracks. The slime walls in the shafts of the computer room have areaportals in them, otherwise the computer room would be rendered from the human base, despite all logic and reason. Sometimes hint brushes work fine, and at others they do absolutely nothing.

	I designed the level so that a lot of action would have to happen in the middle, like gloom2/gloom2se. Everything on the humans side is designed to benifit humans, while everything on the aliens side is designed to benifit the aliens. Both sides have multiple relocation spots, and    hiding places for each team.

	IF ANYONE THINKS THAT THEY CAN DO BETTER WITH MY MAP IM ALL FOR IT. I PLAY GLOOM, AND MADE THIS MAP FOR THE LOVE OF THE GAME. I ONLY RESERVE THE RIGHT TO USE THE FILENAMES "hangar3a" THROUGH "hangar3z". THUS ANOTHER MAPPER COULD USE "hangar4a" ECT...

	I HEREBY COPYRIGHT THIS MAP, ONLY SO THAT SOMEONE ELSE CAN'T COPYRIGHT IT AND THEN CLAIM I CAN'T USE IT ANYMORE. ALL LAWYERES ARE SOULLESS BASTARDS, ASK JOHNNY ROTTEN.




