===================================================================== Half-Life Map Spec Sheet ===================================================================== ------General Information-------------------------------------------- Status : Release Canidate 1 Title : PodRush Filename : co_podrush_rc1 Author : Avitar aka David Smith Home page : http://www.avitar.net Description : None yet. Previous Maps : haul2,iceworld,darkcanyon,minisiege,lab,neighborhood,postpile .... ------Credits and Thanks--------------------------------------------- All of you Playtesters for your constructive feedback. Monk,ViperVenom,St[0]rM { For the inspirations & playtesting to make the map what it is. } Mark, Shadow, etc. { for hosting my maps www.marks-servers.com } T.S.A. Infantry Portal { g00py for converting the spec ops infanty portal } cannabis.mdl by TheDoenerKing { WEB: www.thedoenerking.de E-Mail: info@thedoenerking.de ICQ: 151757957 } ??? Did i miss some one.. send me an email ??? ------Play Information----------------------------------------------- Deathmatch : No Single Player : No Natural Selection : YES! Map Type : Combat Map Teams : Marine vs. Aliens Map Description : In NS map terms this is a huge co map How Many Players : 32 Map Standards Type: Non-official map. ------Map Information------------------------------------------------ New Textures : Yes New Sounds : Yes New Models : Yes New Skys : No New Sprites : Yes ------Construction--------------------------------------------------- Base : From scratch. Editor(s) used : Valve Hammer 3.5 beta Zoners Tools 1.7p15 Nems Batch Compiler 2.0.3.1 Milkshape 1.7.0 Adobe Photoshop 7.0 Wally 1.55b Compile Machine : AMD 2600+, 512MB DDR 2800 RAM Compile time : About 6 hours per full compile ------Map Instructions----------------------------------------------- Unzip the files in this archive to your NS directory. When you unzip them it should place everything in the right directory, just in case though open the maps/*.res file to see the proper locations. ------Copyright-Permissions------------------------------------------ Authors MAY NOT use this level as a base to build additional levels. ------Background----------------------------------------------------- It is a co map where marines have to move out to the escape pods, welding open force feilds and then weld a spot to convert an escape pod in an abandon alien research facility into a nuke to win. Spawn is defendable to a point to aid rine rushing although it has a 'sheild' blocking line of fire to the chair to prevent turtling. 3 teleporters to the main marine area to prevent spawn camping, while promoting teamwork. This is to prevent lame wins by aliens based on time. ------Revision History----------------------------------------------- -<> Beta 1 Several Alpha tests delayed the actual release. -<> Beta 2 - Rolled in the right readme text file...lol - added in some tunnels - fixed weldable areas bug/exploit - changed the way the entities interact to make it more efficent. - made the escape pod / rocket look better. - made the alien hive a bit more defendable. - Gave the aliens an incentive to have a gorge a few unbuilt ocs in the hive area (which dont autobuild). - added a rine teleporter that can be welded open (to the first weldable door) to help make up for their slow speed. - Created a way for aliens to stop the nuke/pod - Made the halls look a bit better and less repetitive. - removed some useless brushes. - fixed the nuking of the hive so it works flawlessly. - made a more belivable explosion from the nuke in the hive area which kills everything. -<> Beta 3 - Hopefully fixed the hive nuke situation (increased damage from nuke) - made some halls / vents still a bit more alien freindly - Added a secret Room - new sounds + textures - added texture signs so people are not so lost -<> Beta 4 - Fixed the hive nuke situation (would only die if ff was on b4), by having lasers kill it too - Added some secret Room stuff - new sounds + textures - modified some artitecture to prevent marines from getting trapped in the map - added small clibable surfaces where marines could get stuck in vents -<> Beta 5 - Increase control override damage currenly takes only 6k total. - increase weld time in the pod hangar - reduce some other weld spots times - fix the Door in Door Problem.. (bug in half life) - change the rocket speed - fix rr TV button - added 2 new teleporters out of rine bunker (ty shadow) - hangar clipping bug that lets you see into the secret room - the last override switch to be in the hangar - more secrets =) - a few more signs - chain reaction explosions down the halls -<> Beta 6 - added more to the vent system - recompiled to fix sinkhole effect caused by the compiler - changed the way the door closes over the weldspot in the hangar - reduced the over ride damage in the main override control station, and increased the strength of the one in the hangar - added more tips and helpers for ppl new to the map - added more details - added a destructable door in green room - added info_locations - fixed a button that played a sound - tweaked some lighting - added illusionary pipes in green room - reduced r_speeds by lowering wpolys/making func_walls in some areas -<> Beta 7 - Made the substation teleporter 2 way - Extended and remodeled the balcony at rine start - Made a weld sheild that lets rines cover the cc from the bunker - Teleporters are only usable by marines. - Fixed the texture alignment in some areas. - Added a dim light in the vents that go to hangar from alien base - Fixed/Added the announcement of when the last override is destoryed. - Adjust some of the platforms so you can more easily fall into the green slime - Fix the water like bug in the hangar when you get too close to the skybox. - Added Strategy Signs in Ready room. - Added a short vent between storage and hallway. -<> Release Canidate 1 - Made marine spawn smaller - Made a second marine only 2 way short range teleporter - Added finishing detail - Fixed broken texture linking in rr - Adjusted lighting in many key areas. - Added blast doors in near the hangar - Added more signs ------Planned Changes------------------------------------------------ - None