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* Urban Terror Level * 
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Title			: ut_streets2 "Streets of Terror"
Filename		: ut_streets2_b2.pk3
Author			: Joseph A. Mauke - |NV|S
Date			: Aug 8th 2003
E-mail address		: admin@s8s.info
Homepage URL		: http://www.s8s.info

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* Change Log *
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CHANGED SINCE Beta1     : SCRAPPED....why, because it sucked.

CHANGED Since Beta2     : I have removed the bulk of the breakables. I also 
                          removed some unnecesary textures that are jacking your
                          texture memory and requiring you to PAGE OUT textures
                          to load new ones. I removed those stupid Spikes on
                          the wall, I removed the railing balconys and making
                          them solid again., but be warned as they will not be
                          campable.  I retextured the Asphault with lower quality
                          textures for better fillrate.  They arent permanent.
                          I removed the rail cars and the rail tracks as they were
                          just eyecandy that was bogging down the map.  I 
                          repairing a borked spawn next to the Video store that
                          seems to Spawn people like a mofo. I removed the 
                          rotating doors in NRG towers, they were meant to give
                          every balcony room access, but I removed the rooms and
                          forgot to kill the doors before releasing beta2. 
                          Suprise invis screws up again!!

                          I am removed the COCKBLOCKER, Vagina card, and 
                          MASTERBATE sign from the video store window.....but I
                          will be taking suggestions on what to make the building
                          into. Sorry Jeds guns is old news, come up with something
                          more original for me and I will use it because I am your
                          mapping slave. I Resized the Manhole covers so they dont
                          open into the sidwalk...the head peering out from the top
                          of the manhole cover door is fixed. I decided to make
                          a GRATE that opens like a trap door instead...this will
                          require some testing to get right,  I retextured some 
                          areas that look like absolute donkey nuggets, and trying
                          to find and squash the lightbleeding where I can.
                          
                          I removed the stairs and replaced them with a Broken 
                          elevator instead for ease of use and speed....not to 
                          mention that lightbleed for the stairs was un-fixable. I
                          am not removed the spawns on top of the computer store,
                          but I am putting the crates back that used to be there
                          for a way to get down from the roof. Allthough there are
                          faster ways to get down without damaging yourself....
                          i guess no one figured out how to do that.  I am not 
                          adding the balcony back over the Comptuer store, it 
                          causes FPS problems, and using the door as cover was 
                          just stupid.

                          So ya want a climable tree huh? well how does it feel
                          to want?...seriously though I dont think that is wise,
                          but for beta3 I will comply so you will stop crying like
                          a little girl 

CHANGED Since Beta3     : The Blue flag was Borked somehow, I never really knew 
                          it was missing.  Fixed some missing textures, optimised
                          a few more also.  Moved the bomb spawn for blue to down
                          into the Lab.  Also fixed the LAb stairwell wall.  Moved
                          the bomb #2 into the old computer store.  Fixed some
                          clipping issues on NRG towers.  Moved some of the Bot
                          clips around for lower .aas file. 

CHANGED Since Beta4     : I decided to kill some the the dead areas to save on portals
                          and some space.  More texture Optimisation.  more deleting
                          unnecessary clutter.  Added the Bomb model for the lab.
                          fixed some small bugs.  also removed the interior of the 
                          NRG towers....it was useless and didnt fit the map. I saw
                          is as annoying and useless.  put back in the Larger sound file
                          for the airplane because the optimised one sounded like shit.
                          Clipped the ladders better....if you get stuck now you're
                          just a moron or a n00b.

CHANGED Since Rc1       : I added a func_wall area above the Lab stairwell to provide
                          cover from nade spam in bomb mode. Also removed the outside
                          grate entrance to the lab to an indoor location to provide
                          better cover and less spawn camping.  Fixed some areas that
                          were light bleeding, that should be the last of the lightbleed.
                          Added the new bodybag model to the labratory.  

CHANGED Since Rc2       : removed any copywrited or offensive material out of the map 
                          that was being used as placeholders.  added the Treehouse for
                          a goof.  Added new Enviromental suits, medical carts, surgical
                          lights, moved the bomb and changed the lab around (ala majic)
                          moved the red bomb spawn from the roof.  added yet another
                          route out of the lab.  fixed some annoying stuff like z-fights
                          and removed some unnecesary stuff that was bloating the pk3.
                          lots of little fixes that everyone should be more pleased 
                          with.....if not, fuck you because this is the last fix
                          im making....I didnt set out to make this map a career :)

CHANGED Since Rc3       : Well, just when you think you finally got it right.  Seems the
                          bomb falls down the Grating under the neutron bomb in the
                          Radiation room.  This was funny to see, but easy to fix. 
                          there was also a Z-FIGHT found on the top of a doorway that
                          i must have missed. Other than that I think this map is a 
                          weiner.  If you dont agree than Im sorry because this map
                          p0wns you.


CHANGED Since Rc4       : Well, I guess it didnt p0wn you after all.  I made spawnroms
                          for CTF, and moved the bomb spawns for red team to the first
                          floor of the condos.  I added streetsigns, and thinnned out
                          the tree in the park for FPS reasons.  Added lights to the 
                          T-shaped hallway in the lab, and some other minor tweaks like
                          adding the sound for the manhole cover.  Mr Sentry is now 
                          located in the spawn rooms for CTF.  I also got $crosshair
                          locations working.  hmmm, thats about it that I can think of
                          if this doesnt suck, I think we have a winnah!  


CHANGED Since Rc5       : added two more routes out from the blue spawnroom for CTF.
                          Also removed the bombable entitys from glass because it wasnt
                          breaking correctly.  Minor tweaks for FPS,  Changed some 
                          lighting values.  fixed a few z-fights that got made from 
                          the new spawnrooms.  Added Hummer H2 in the spawn room in 
                          the lab area, as well as moved some boxes.

CHANGED Since Rc6       : added a new ladderclip that is complient with the new 
                          anti-wallhack code. removed the H2, and added the work truck
                          and the lightset.  tweaked the Mr Sentry locations.  also
                          made some visual tweaks.

CHANGED Since Final     : nodrop on floor wasnt high enough to get the flag back 
                          after Mr Sentry kills.  Moved the blue bomb spawn slightly
                          closer to the s8s building.  changed the tree so that it 
                          used less Verts, and the clipping code for it was also tweaked.
                          added a Metalclip shader for some areas that had metal steps.

CHANGED Since Final2    : Removed the auto-clipping code from the tree trunk and the 
                          treehouse, Changed the bomb spawns a upper bomb location
                          for this version, I was going to release 2 different versions
                          with this alternate style but due to health reasons couldnt 
                          finish the alternate version in time...so the version you got
                          wasnt recivied well by Spark and a few others saying that I would
                          kill bomb mode if I left the current spawns and bomb location
                          for the upper site.  So i egged spark on intentionally saying
                          i wouldnt change the site...sorry spark it was fun messing with
                          ya....but seriously I needed a way to make the upper part of the
                          map usefull in bomb mode, and I think this alternate setup will
                          be interesting to say the least.

CHANGED Since Final3    : not much.....i fucked it up

CHANGED Since Final4    : Well, heres the deal folks, I havent had the server builds since
                          I started working on this map....which has made bugs and features
                          tough to test and find on my end....usually im my own best bug
                          finder.  Now that I can test here locally, I finally am able to 
                          sort out a lot of Beta3 issues.  Like, the mr sentrys, the one 
                          in the blue spawn was rediculous, it was removed, I changed the
                          way one faced in the red spawn that was going into the wall.  also,
                          i know have bombable items.  and I think that this most likely is a 
                          good build.  Any small items that are left arnt that big of a deal

Known Issues:             Making Streets2 has been the absolute worst mapping experiance in my 
                          10 year mapping career.  With the exception of some very good and
                          patient QA testers, making this map has been like sticking my balls
                          in a vice and twisting until my MANMILK explodes all over.
                          I never again will take over a map like this. If I even think about it, 
                          please someone shoot me, stuff me in a laundry sack and
                          throw me from the Coronado bridge.

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* Level Description *
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This is the next generation of ut_streets  

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Single Player		: YES
Gamemodes		: FFA,TDM,TS,Bomb,CTF
Suggested player load	: 2 - 10 (This map is not meant for 20 man clusterfucks)

New Textures		: yes 
New Sounds		: yes


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* Construction *
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Map Base		: This map was constructed from scratch TWICE!!!
Hours invested          : about 800 or more....I never want to see this map again
Prefabs/Models used	: Neutron bomb - |NV|S
                          NRG crane -|NV|S
                          lab scale - LT1
                          autoclave - LT1
                          Centerfuge - LT1
                          Copier - LT1
                          Body bag - |NV|S
                          Maple tree (with treehouse) - |NV|S
                          Enviromental Suits - |NV|S
                          Surgical Light - |NV|S
                          Medical carts - |NV|S
                          streetsigns - |NV|S                 
                          assorted SID models - SID...i guess
                          worktruck and lightset - |NV|S (skin by thorn) 
                                                                              

Editor used		: GtK Radiant ver 1.2.12
Other utilities used	: MS photodraw, PHotoshop7 3DSMAX 4.2 Milkshape 
                          Lithunwrap, q3map2 Toolz, Chilliskinner, Q3MAP2 w00t!

Known Bugs		: god I hope not

Compile machine		: 2.8Ghz Pentium4 with 1 gig of 1066mhz Rambus
Compiler version        : q3map2 2.5.2 

Bsp Switches            : -meta 
BSP time		: 50 seconds
VIS Switches            : -vis
Vis time                : 18 minutes
light Switches		: -fast -filter -super 2 -patchshadows -shade -bounce 1 
light time              : 35 minutes

Total Brushes		: 4382+
DM spawns		: 16 per team
TS spawns		: 3 groups of 16 per team  
Bomb spawns             : 16 per team
CTF spawns              : 16 per team
1vs1 spwans             : 16
Ftl spwans              : 16
entities                : 265

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* OTHER LEVELS BY THE AUTHOR *
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: ut_pointblank ut_automotive ut_crenshaw ut_airport ut_terrace

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* CREDITS *
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Oswald & the 6th floor, Oswald stuck by my visions when 
Others ridiculed me.  Some of the mappers at #urbanmappers..Idleing bastards. 
The urban terror community, who will undoubtably pick this map apart because 
change (no matter how good) is gay. Dragonne,  Leprachaun for the kickass 
billboards, Ydnar for all the textures, q3map2, hell man...We all owe you big, 
Remedy, IK, the Texture studio, Pod Hitman Arias my Lan buddy from Quake1, Majic
, Xl8ration, THE_HAT, THNOM, Apoofoof, AGBD, FEm Fetale, and all my homies! 

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* COPYRIGHT / PERMISSIONS *
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Authors MAY NOT use anything from this level.
This map MAY NOT be sold, or in any other way turn into profit for any other
person than the author. This map MAY NOT be distributed by anyone other than
Silicon Ice Development as it was designed for the Quake 3 Total Conversion
"Urban Terror" and is not to be used, replicated or edited for any other Mod,
Total Conversion, Game or Game Engine.  Anyone using any models, textures, or
other Items from this map made my me will be punished by the DMCA to full extent
of the law....then I will drive to your house and eat your young!!