*** this map is designed for The Weapons Factory mod for Quake 2***
	http://www.planetquake.com/weaponsfactory/quake2/
==================================================================
Title                   : Lost in space
File name               : lostspc.bsp
Author                  : TheGreenMonkey
Email Address           : thegreenmonkey at burnmonkeyburn dot com
Webpage                 : http://www.burnmonkeyburn.com/quake2/maps/q2wf/lostspc/index.php
Also Available at	: http://www.biosentral.org/site/modules.php?name=Downloads
Release date:           : 06/19/03
BSP File size		: 1.81 MB
==================================================================
* Play Information *
Single Player           : No
Cooperative             : No
Deathmatch		: No
Weapons Factory         : Yes
Difficulty Settings     : No
New Sounds              : Yes, new spawn music
New Graphics            : Yes! (26 in all + new skybox)
Demos Replaced          : No
Known Bugs              : None
==================================================================
* Construction *
Base                    : None
Editor(s) used          : Quark 6.3
Other programs used	: Paint Shop Pro 7 (Graphics)
			: Acid Pro 4.0 (Spawn Music)

Construction Time       : A couple of weeks with months of procrastination thrown in-between
Bsp time		:    2 seconds
Vis time		:   82 seconds ( 1 minuets, 22 seconds)
Rad time		:   43 seconds [ Using -bounce 0 and -chop 96 ]
Total Compile Time	:  127 seconds ( 2 minuets,  7 seconds )
==================================================================
* Build Machine *
Processor		: K7 1.2 Ghz
RAM			: 348 MB
==================================================================
* Build Kit *
BSP			: TXQBSP3 3.7
VIS			: Timvis3
RAD			: Arghrad 2.01

==================================================================
*Notes*

This map is meant to be run in GL mode.  It will run in software
mode, but many of the elements of the map will not be rendered correctly.

Since most of the map is visible most of the time, this map tends to have very
high r_speeds, usually they are between 550 and 600, but they may get as high
as 1000 or so, if you fly up to certain areas.

==================================================================
*Known Bugs / Issues*

There are some distance related issues, on most machines you can't see
one end of the map from the other, but nothing major, should be playable
on most systems.

Because of a bug in the current build of the Weapons Factory server (4.25e and below)
the message "The RED flag has returned!" is always displayed when either flag
is dropped into the pit; the blue flag will respawn when dropped, the bug is
only in the message.

Also, because of another bug in the current build of the Weapons Factory server (4.25e  and below)
if a piece of ammo is dropped into the pit, it will be destroyed, but will not
be removed from the total count of dropped ammo allowed in the world at once.
So if 30 ammo are dropped into the pit, no one will be able to drop any more
ammo.

The current versions of the WF server do not have bot support coded in,
but it has been my experience that Eraser bots have trouble with trigger_push
jump pads like the ones used in this map.

==================================================================
*Installation*

If your Zip utility supports directory structures, simply unzip
into your WF directory.  If not, follow the below guidelines
for file placement.

==================================================================
*Files*

File			Installs to
------------------------------------------------------------------
lostspc.bsp	->	wf/maps/lostspc.bsp
lostspc.txt	->	wf/maps/lostspc.txt (This File!)

tgmspn01.wav	->	wf/sound/thegreenmonkey/tgmspn01.wav

metal1r.wal	->	wf/textures/thegreenmonkey/metal/metal1r.wal
mtl1l2r.wal	->	wf/textures/thegreenmonkey/metal/mtl1l2r.wal
metal1b.wal	->	wf/textures/thegreenmonkey/metal/metal1b.wal
mtl1l2b.wal	->	wf/textures/thegreenmonkey/metal/mtl1l2b.wal
metal1.wal	->	wf/textures/thegreenmonkey/metal/metal1.wal
mtl2_6.wal	->	wf/textures/thegreenmonkey/metal/mtl2_6.wal
mtl3l1r.wal	->	wf/textures/thegreenmonkey/metal/mtl3l1r.wal
mtl3l1b.wal	->	wf/textures/thegreenmonkey/metal/mtl3l1b.wal
metal1wf.wal	->	wf/textures/thegreenmonkey/metal/metal1wf.wal
mtlbar01.wal	->	wf/textures/thegreenmonkey/metal/mtlbar01.wal
mtl2_4.wal	->	wf/textures/thegreenmonkey/metal/mtl2_4.wal
mtl2_1.wal	->	wf/textures/thegreenmonkey/metal/mtl2_1.wal
mtl3_2.wal	->	wf/textures/thegreenmonkey/metal/mtl3_2.wal
mtl1pad3.wal	->	wf/textures/thegreenmonkey/metal/mtl1pad3.wal
metal1ra.wal	->	wf/textures/thegreenmonkey/metal/metal1ra.wal
mtl2_3.wal	->	wf/textures/thegreenmonkey/metal/mtl2_3.wal
metal1ba.wal	->	wf/textures/thegreenmonkey/metal/metal1ba.wal
btn1b.wal	->	wf/textures/thegreenmonkey/metal/btn1b.wal
btn1b2.wal	->	wf/textures/thegreenmonkey/metal/btn1b2.wal
btn1r.wal	->	wf/textures/thegreenmonkey/metal/btn1r.wal
btn1r2.wal	->	wf/textures/thegreenmonkey/metal/btn1r2.wal

uparw1r.wal	->	wf/textures/thegreenmonkey/fx/uparw1r.wal
uparw1b.wal	->	wf/textures/thegreenmonkey/fx/uparw1b.wal
padwf4.wal	->	wf/textures/thegreenmonkey/fx/padwf4.wal
ray003.wal	->	wf/textures/thegreenmonkey/fx/ray003.wal
trans.wal	->	wf/textures/thegreenmonkey/fx/trans.wal

jhnebula1rt.tga	->	wf/env/jhnebula1rt.tga
jhnebula1bk.tga ->	wf/env/jhnebula1bk.tga
jhnebula1lf.tga	->	wf/env/jhnebula1lf.tga
jhnebula1ft.tga	->	wf/env/jhnebula1ft.tga
jhnebula1up.tga	->	wf/env/jhnebula1up.tga
jhnebula1dn.tga	->	wf/env/jhnebula1dn.tga

jhnebula1rt.pcx	->	wf/env/jhnebula1rt.pcx
jhnebula1bk.pcx ->	wf/env/jhnebula1bk.pcx
jhnebula1lf.pcx	->	wf/env/jhnebula1lf.pcx
jhnebula1ft.pcx	->	wf/env/jhnebula1ft.pcx
jhnebula1up.pcx	->	wf/env/jhnebula1up.pcx
jhnebula1dn.pcx	->	wf/env/jhnebula1dn.pcx


===========================
Acknowledgements and Thanks
===========================

The new skybox was taken from Primordial Soup:
http://www.telefragged.com/soup/index2.html

The download links there no longer work, but the files can be found at 3ddownloads.com:
http://www.3ddownloads.com/index.php3?directory=/telefragged/soup/envmaps/ 

A big thanks goes to BigCatPants for his door-in-the-bottom-of-a-pit-so-the-flag-doesn't-get-stuck-there-trick without which this map would probably not be possible.

Another big thanks goes to ihavenolegs who fixed the sky pcx files that had the wrong pallet,
and also suggested that I put the pit-bottom door system on a timer instead of a trigger.

Thanks to all who tested the betas and gave me useful feedback!

===========================
Copyright and Legal Notices
===========================
2003 TheGreenMonkey all rights reserved
Permission is granted to distribute in a public forum without charge as long
as this text file is always distributed with it.

You may not reverse engineer, alter, modify or in any way change
the *.bsp, related files, or text file and then redistribute it/them
without the expressed permission from the author.