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               /// SCANCODE /// 
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	    ScanDM1. Release Info.

	       Date: Oct 2001.
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Basic Information
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Title           : Lunar Landings
Author          : Dan "Scancode" Gold

Release date    : Oct/28/2001
Filename        : scandm1.bsp

E-mail Address	: axis@home.com / scancode@digitalarenas.com
Related Webpage : http://scancode.digitalarenas.com + www.threewave.com

Theme           : Future Tech
Description     : Tourney Map

		A satellite signaling outpost on the far reaches of
 		the moon lies beneath a glimmering star lit sky.  In
		the emptiness of space, a psychological breakdown
		occurs.  The crew of this lonely planet have killed
		each other in dissolution, and now only two remain.

		This map was made over about a week, but it was several
		months before I got around to adding the finishing touches
		to make it releasable.  The gameplay of this map revolves
		around running the red and yellow armors as they spawn.
		I kept the brush detail fairly simple, not just to keep 
		the frames reasonably high (with the sometimes open vis)
		but because I felt the sense of location was already strong
		enough to carry good atmosphere without overdoing it.
		

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Play Information
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Game           	: Quake III Arena CTF and/or Quake III: Team Arena (Šid software)
Bot play        : Yes (heavy cpu load with lots)
Deathmatch      : Yes
Standard CTF    : No
One Flag CTF    : No
Overload        : No
Harvester       : No

How To Play     : Place Map Name in your /baseq3/ folder
                  start quake3arena      
                  hit ~
                  type /map "Map Name"
                  type /addbot <botname> <skill>
                  hit ~ (to clear the console)

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Mapping Info & Construction
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Program         : q3Radiant v2.2 + gtkRadiant 1.1
Other           : q3me + photoshop 5.5 + notepad
Base       	: New

Bot File (aas)  : yes
new sounds      : no
new graphics    : yes
new music:      : no
other           : no

Build Time	: Built in about a weeks time, made releasable
	          months later.

Compile Time    : 32 mins.
Compile machine : Celeron 466@525 256mb>pc100. + GeForce DDR Quadro 64mb

Known Bugs      : The stairs are mesh's so they lod.  The lightmap changes
                  sometimes noticeably.  

		  The bot clusters are very large since the open sky and
                  lack of being able to use ceiling cluster portals. This is    		          fine for 1 or 2 bots.
		
		  
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Important Vital Special Map Statistics (I know ya luv them)
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# Of Brushes    : 2916
# Of Entities   : 547
# Of Lit Surfs  : 305
# Of Light Ents : 354

Portal Clusters : 390
Numportals      : 1019
Numfaces        : 1353
Active Portals  : 2038
Hint Portals    : 0
Vis Data Size   : 21848

7 average number of passages per leaf
1 MB required passage memory

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Special Thanks + Other Notes
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 Thankyou to...

 testing and feedback from Blankz, Blahzay, and Solo.

 Id Software and Their DC Map pack which I used textures from.
 They have the id_ prefix.

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Distribution / Copyright / Permissions 
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Copyright 2001 Dan "Scancode" Gold, All rights reserved.
Authors may NOT use this level as a base to build additional
levels.

This level is not made by or supported by id Software.
It requires a registered version of QUAKE III ARENA and

This compiled .bsp may *NOT* be de compiled or reverse 
engineered for any purpose whatsoever.

Quake III Arena is a registered trademark of 
id Software, Inc.

Quake III: Team Arena is a registered trademark of 
id Software, Inc.

This level may be electronically distributed only at 
NO CHARGE to the recipient in its current state, MUST 
include this .txt file, and may NOT be modified IN 
ANY WAY. UNDER NO CIRCUMSTANCES IS THIS LEVEL TO BE 
DISTRIBUTED ON CD-ROM (or other media) WITHOUT PRIOR
WRITTEN PERMISSION.

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