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title:            Silent Runner
date:             21st December 2008
file:             silent_1aq.pk3
author(s):        Simon 'Sock' O'Callaghan
email address:    mememe[at]simonoc[dot]com
URL:              http://www.simonoc.com/
description:      Alpha Version 1-aq

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Website and Feedback

http://www.simonoc.com/pages/design/maps_q3/silent.htm

Please remember to check the above URL link for the latest information
and top down map layouts. Any questions or feedback please use the
above email address.

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Testing

Use IRC and join quakenet - #cpmpickup channel
Additional information : http://www.cpmpickup.com/

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Description

This is a map designed for CPMA CTF / NTF gameplay and based on an 
existing map CP22 Des Hertogens Hove by Geit. The overall map size 
is the same but the mid to base area has been totally changed to have
more upper/lower route interaction. The flagroom and side MH room 
have changed in shape and have more vertical space compared to the 
original.

The item layout has changed with all the weapons moved to different 
locations to suit the new upper / lower base areas. The Railgun has 
been removed from the map and has been replaced with a Grenade launcher 
located in a small room next to the regen powerup. Some parts of the 
map have been specifically designed for CPM movement and will be 
very difficult to use in VQ3.

The texture set is temporary and made from brightly coloured marble 
patterns with hand drawn black lines to highlight borders and edges. 
All the item decals are based on simple shapes and designed to work 
in various picmip modes correctly.

The skybox is based on a frozen landscape which I originally created 
a long time ago and merged with a skybox by Jochum Skoglund / Hipshot.

The red / blue floor decals can be turned off by deleting the extra
pk3 file (silent_1zz) included in the main zip file. The first couple
of times a map is played it is often useful to have as much directional 
help as possible but after learning the layout less visual clues are 
needed, which is why the markers are in a separate pk3 file.

The lighting for the map is temporary and will be finalized once the
alpha phase is over. If anyone feels certain areas are too dark, please 
let me know which areas and how much brighter you think they should be
compared to another location in the map.

The map is designed for human players and will not contain any BOT
file until all of the human testing has been finished. If anyone wants 
to play this map with human opponents I strongly suggest you use 
IRC and join quakenet - #cpmpickup channel.

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Credits

Ix-ir, fjoggs for loads of CTF / NTF game play advice and support.
Jochum Skoglund / Hipshot for the use of your cloud skybox.
cpmpickup channel for all game testing

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Revision History

1.ap
*First mirror complete version

1.aq
+SG ammo in GL room
+LG ammo in upper flagroom
*Changed location markers for entry in bases (upper/lower text)
*Changed location markers for upper outside flagroom
*Fixed red spawn in blue MH room
*Moved player info start to mid

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Distribution / Copyright / Permissions 

Copyright (c) 2008 sock, mememe[at]simonoc[dot]com
All rights reserved.

Quake III 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 WITHOUT PRIOR WRITTEN PERMISSION.

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