THE BANZOIA, VERSION D, 8/16/97

Fixes in new version:
-At the request of the beta testers, I have downsized the map
 (albiet very slightly), added some items, and changed a few
 textures. Additionally, I've added some secret areas.
 This version also supports GLquake transparent water. 

-=[ General Information ]=-

TITLE           : The BanZoia 
VERSION		: Version D - 8/16/97 
FILENAME	: xxxxxx
AUTHOR		: Eben "dungo" Gulick
EMAIL		: dungo@buckeyeweb.com 
PREVIOUS WORKS  : The CHEAT Complex-
		  (http://claneq.idsi.net/cheatc.zip)
DESCRIPTION     : Another CTF level I made.  This one has the oh-
		  so-cool underground cavern\stone theme, and is 
		  hopefully a little complex and better then my
		  previous levels. I built the flag room first,
		  then the big middle rooms, then filled in the
		  the other stuff in between (and for the redesign,
		  re-aranged some rooms into a better level). 
		  For those of you that saw BattleSpoil, this
		  is the promised redesign of it. There are a 
		  few secrets in it, but all are (sorta) visible. 
		  Try shooting some of those underwater lights,
		  And go for a stroll on the rafters under the quad..
		  
CREDITS         : WhaleBoy and John "Tattoo" Schultz for their 
		  excellent CTF textures found frequently in this
		  and my previous levels; Ben Morris for
		  his AWESOME worldcraft, and Ludlow, Mystic12 and
		  Trez for providing beta-test servers and Clan 
		  EQ again for their suggestions. Special thanks to
		  Pavlov and Quintar-Xeno for compiling different
		  versions of the map for me. Also thanks to the
		  author (who ever it is) of the PIPES prefab.
		  The wind tunnels and the big vertical pipes 
		  dropping in to the sewer rooms were made from
		  PIPES (the normal sewer pipes I made). Many 
		  thanks to Armyant[MGK] for finding some of 
		  the causes of the mysterious crashing error.  
		  Even More thanks to Shawn Holmes (project 
		  leader of the CTF Expansion Project)
		  who recommended that I try the quite 
		  extensive errors section on the QuakeLab
		  to fix the bug. Well, it worked. Also thanks to 
		  the beta testers and judgers of the CTFEP, 
		  who made some good comments and suggestions.
		  Many thanks to Drew Davidson for helping me with
		  the CTF Bot Waypoints aswell.
		 
-=[ Level Information ]=-  

SINGLE PLAYER           : Nope	
COOPERATIVE             : Nope
DEATHMATCH 		: Nope 
CTF?			: yeshir!

-=[ Construction ]=-

CONSTRUCTION TIME	: Started saturday, may 24th, Completed
			  (version D) saturday, august 16th.
BUILD TIMES		: (Compiled on a p133 w/ 48 megs RAM)
			  WQBSP165 - 990 seconds
			  LIGHT(extra) - 3,760 seconds
			  VIS(full) -  10,380 seconds
EDITOR USED             : WorldCraft 
KNOWN BUGS              : Only thing I know that might cause a
 			  problem is that sometimes when going
			  through the sewer pipes, you suddenly start
			  walking pretty slowly.  Not sure why this
  			  is.  All you gotta do is hit jump or 
			  strafe a bit, or jiggle the the mouse or
			  whatever, and you will resume normal speed. 
			
-=[ Contact ]=-
     
Any feedback would be appreciated. Once again my email is:
dungo@buckeyeweb.com

-=[ Comments ]=-

This is, as I mentioned before, simply a re-layout
of the original level, Battlespoil. Well, call it a
re-design. I pretty much redid the whole thing, and
its not really the same level at all. I stole rooms
and archecture from BS, and integrated it with some new
stuff (the sewers for example). Hope you enjoy, and
comments are always welcomed.

btw if you would be interested in seeing the original
map, BattleSpoil, I believe it can still be found
at the following address:
indy.ids.net\quake\bsa.zip

Previous Version Fixes:

Version C (6/30/97)
-FINALLY got rid of this stupid bug.  Turns out that four 
 function's of func_door_secret's existed in the map
 file, but with no brush description after them (which is
 what qbsp uses to make the doors).  So... when in quake
 there were these freakish non-visible doors lying about.
 It actually took an edit of the map file to get em out,
 but now that they are, the level should be fine (I know
 i said that last time, but this time im serious). Other 
 than that, the level is identical to version B.

Version B (6/28/97)
fixes in new version:
-Fixed the lame light texture in water in red base.
-A health on the blue side does not show up in the 
 coorisponding place in the red. Fixed that.
-Last version actually crashes servers it played on. Hopefully
 version B (which im using different utils to compile) wont.
 No idea why this happened, and sorry to the server admins
 (who were gracious enough to put it up) whose servers went down.
-update! ahah! Found the error that caused this (thanks alot to
 Armyant[MGK]). It was some problem involving a trigger_multiple
 (that you shot instead of pass through), which was intersecting 
 with a light source (I dont know anything about BSP's so dunno
 the actual cause). So I instead got rid of the shootable triggers 
 infront of the panel, and made the panel itself a shootable
 button. This works fine now, and it doesn't crash anymore (whew, 
 thanks Armyant i never woulda found it).




