=============== CO_OVERMIND =============== ReadMe V1.1 ------------------------------------------------------- Version : Beta 2 Filename: co_overmind_b2.zip Author : Rendy.[CZech] ------------------------------------------------------- Duration of work : ~ 3 months of my life Date of Compilation : night from 8.3.2004 to 9.3.2004 ------------------------------------------------------- Changelog: -Beta 1 [6.3.2004]: -First released version -Beta 2 -Added third path to the hive -Added weldpoints -Fixed bug with mdl.files -Deleted some cyclers and infodecals -Small layout changes -Clipnodes tweaking -Beta 3 (next version) -Decrease number of entities(= increase loading speed) -Add more weldpoints -Improve ReadyRoom -Add more ventilation like routes ------------------------------------------------------- Required files: maps\co_overmind.bsp maps\co_overmind.txt models\co_overmind\armory.mdl models\co_overmind\pbchair.mdl sound\co_overmind\fluorescent.wav sprites\co_overmind\fire.spr sprites\co_overmind\smokepuff.spr sprites\minimaps\co_overmind.spr co_overmind.wad ------------------------------------------------------- Worldmodels credits: -Members of kill2thrill.com for destroyed Armory model -Creator of map Europa for Chair model -------------------------------------------------------- Textures credits: -Chrome Angel -Blueman -NS team -Valve -------------------------------------------------------- Sounds credits: -Valve -NS team -Gearbox -------------------------------------------------------- Features: -Very big map (for Combat) -Attemp to create very atmospheric enviroment -Shake and sound effect after hive dies -To reach hive, marines must go deeper to the complex or weld the doors near MS -Second Armory behind the weldpoint -------------------------------------------------------- Known bugs: -Higher world polygnos values in some areas (~800) +Only 2 routes to the hive -High count of entities due the problem with hlvis and leaves -Water in bottom of map isn't blocked by VIS correctly +One face isn't rendered propertly +[solved] -[not solved] Runtime entities: 252 of 275 -------------------------------------------------------- Hardware, Software: Editor : Valve Hammer Editor 3.5(beta) Compilers: HLCT 2.5.3, CUSTOM BUILD 1.7.p13 by XP-Cagey Hardware : AthlonXP 2500, 512MB RAM Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 205/400 13120/25600 (51.3%) planes 57522/65535 1150440/1310700 (87.8%) vertexes 31301/65535 375612/786420 (47.8%) nodes 14129/32767 339096/786408 (43.1%) texinfos 9867/32767 394680/1310680 (30.1%) faces 22609/65535 452180/1310700 (34.5%) clipnodes 31515/32767 252120/262136 (96.2%) leaves 7885/8192 220780/229376 (96.3%) marksurfaces 31526/65535 63052/131070 (48.1%) surfedges 103292/512000 413168/2048000 (20.2%) edges 55635/256000 222540/1024000 (21.7%) texdata [variable] 13732/4194304 ( 0.3%) lightdata [variable] 5121663/6291456 (81.4%) visdata [variable] 273785/2097152 (13.1%) entdata [variable] 51464/524288 ( 9.8%) Texture usage is at 3.92 mb (of 4.00 mb MAX) Compile Time: 1 hour 28 minutes 20 seconds ---------------------------------------------------------- Compile parameters: CSG:-hullfile C:\nshulls.txt -cliptype precise BSP:-chart VIS:-full RAD:-sparse -notexscale -gamma 1 -dscale 4 -bounce 2 -extra ---------------------------------------------------------- Wads in use: -ns.wad -ns2.wad -ns_bast.wad -ns_hera.wad -halflife.wad -ns_tanith.wad -co_overmind.wad ---------------------------------------------------------- Thanks to: -Drunken.Monkey for hint about rad paramaters -XP-Cagey for his complilers -Flayara for Natural Selection -Valve for Half-Life -Members of Natural-Selection formus for their ability give me new strenght for mapping -Members of Natural-Selection formus because they learn me how to make maps for Half-Life -All who like this map -All who don't like this map and help me to improve it -All who made tutorials wich I read 9.3.2004 7:11 Chomutov, Czech Republic (c)Rudolf Klenovsky