TITLE : Adrianne LEVEL FILENAME : ns_adrianne_beta4 AUTHOR : Ron2K DATE : 05.09.2006 CONTACT EMAIL : ron2k.za@gmail.com HOMEPAGE URL : http://www.ron2k.za.net ---------------------------------------------------------------------------- REQUIRED FILES : maps/ns_adrianne_beta4.bsp (obviously) maps/ns_adrianne_beta4.txt (this file) sprites/minimaps/ns_adrianne_beta4.spr sprites/ns_adrianne/xsmoke1.spr sound/ns_adrianne/machine.mp3 sound/ns_adrianne/spacebar.mp3 Server admins will also need this file: maps/ns_adrianne_beta4.res (If you do not have this file, you may create it yourself. It must contain a plain-text list of all the required files above, EXCLUDING the bsp.) ---------------------------------------------------------------------------- CHANGES : [beta4a - 05.09.2006] - Whoops, just realised that I forgot to update the res file. - (By the way, people are starting to play this map. May update again soon.) [beta4 - 27.02.2006] - Updated author's contact information with new e-mail address - Fixed some embarrassing misaligned textures. Hopefully that's the last of them... - Reworked the lighting in the vents; now using point lights every 128 (or so) units in the vents instead of texture lighting at every corner - this of couse means that it's now possible to find your way through the vents. Thanks to Paranoid Monkey for feedback while I was doing this. (Also, a big shout out to Paranoid Monkey for offering to playtest this release, so there may be a beta5 SOON... I don't work on this map often enough; it's 2006 now and we're still in beta???) - Retextured the random start in the ready room to look like the other join portals; the previous arrangement just seemed to me to be a tad unrealistic. And I suppose you're wondering why I did the original texturing in the first place. [beta3 - 27.08.2005] - Removed the annoying "Level X" signs - Reworked the Broken Lift area - Fixed an overlapping brush issue in Railway Switch Control - Changed the roof of Mineshaft RX21 (no more streched textures!) - Added a launch pad (inaccessible) outside the marine start for more atmosphere [beta2 - 21.01.2005] - Remade the entire map (yes, beta1 was that bad) [beta1 - 22.07.2004] - Added lighting and a few more details [alpha3 - 26.06.2004] - Added textures and detail - Added the ventilation system [alpha2 - 17.05.2004] - Added the walls and roofs - Removed the skybox surrounding the level, and eventually won the "leak leak leak" war :P [alpha1 - 03.05.2004] - First build - containing just the floor plan, comm chair, hives and resource nodes. The skybox surrounding the level will go in alpha2... ---------------------------------------------------------------------------- BACKSTORY : Located on a small, dusty, inhospitable planet, no more than 1000km in diameter, Adrianne used to be a profitable mining center. Parts of it were later converted into an experimentation area for teleportation - indeed, the TSA's current phase gate technology owes a lot to the pioneering experiments carried out at Adrianne. (This part of the facility was named after a base on the planet Earth where teleportation was first pioneered - incidentally, this base was destoyed in a freak, teleporter-related accident.) However, Adrianne was abandoned many hundreds of years ago. This was due to the mines being mined out. Also, a new, more modern facility had been build to research teleportation, resulting in the scientists that worked there being transferred. Soon after the war against the Kharaa began, the TSA realised that Adrianne would be an ideal location for a base, as it was situated fairly close to areas where the Kharaa was known to be (in fact, it was located in the same planetary system as the planet Hera, the site of many battles between the TSA and the Kharaa). The massive size of Adrianne (it covered 15% of the planet's total surface area) worked in its favour, as the TSA could house many marines there, and its location would make for rapid deployment. Following recommendations, the TSA deployed a small advance team to Adrianne. The team was dropped off at the entrance to Sector 1 (chosen because of a major communications center close to the entrance). Early reports were promising. The team had managed to set up a command station which they had managed to get working (no mean feat, considering the age of Adrianne's technology). They had got the nanotech nodes and the base's shields working again, and also managed to activate most of the sector's lifts and conveyors. They were, however, unable to gain access to the other sectors, as the inter-sector access doors were sealed and no amount of TSA hacking could open them. An engineering team was soon dispatched to deal with this. It is suspected that the dropship that carried the engineering team was contaminated with the Kharaa bacterium. This theory was raised due to the dropship's previous stop - Hera. However, some senior figures at the TSA dispute this, claiming that the proper contamination prevention procedures were carried out. Whatever the cause, soon after the engineering team's arrival, a strange noise in the ventilation system near Sector 1's receation facility was reported. Shortly thereafter, all contact with Adrianne was totally lost. The TSA, not knowing why and fearing the worst, immediately dispacted a squadron of marines. Expect the unexpected. ---------------------------------------------------------------------------- EDITOR(S) USED : Valve Hammer Editor 3.5-beta ---------------------------------------------------------------------------- COMPILER(S) USED : Zoner's Half-Life Compilation Tools - Custom Build 1.7p15 Batch Compiler 2.0.3.1 ---------------------------------------------------------------------------- COMPILE HARDWARE : Intel(R) Celeron(TM) 1.30 GHz 512MB RAM (Yes, I know, I have a crap machine... Mommy please can I have an Athlon X2 4800+ for my birthday?) COMPILE TIME : HLCSG - 0'02"02.06 HLBSP - 0'01"26.19 HLVIS - 0'13"14.03 HLRAD - 4'43"18.45 (And there's the proof.) ---------------------------------------------------------------------------- BSP STATISTICS : Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 234/400 14976/25600 (58.5%) planes 8927/32768 178540/655360 (27.2%) vertexes 29350/65535 352200/786420 (44.8%) nodes 10601/32767 254424/786408 (32.4%) texinfos 2377/32767 95080/1310680 ( 7.3%) faces 20970/65535 419400/1310700 (32.0%) clipnodes 28043/32767 224344/262136 (85.6%) leaves 5596/8192 156688/229376 (68.3%) marksurfaces 26800/65535 53600/131070 (40.9%) surfedges 98249/512000 392996/2048000 (19.2%) edges 51645/256000 206580/1024000 (20.2%) texdata [variable] 597008/4194304 (14.2%) lightdata [variable] 2992821/6291456 (47.6%) visdata [variable] 137542/2097152 ( 6.6%) entdata [variable] 69918/524288 (13.3%) 158 textures referenced Texture usage is at 3.81 mb (of 4.00 mb MAX) 120 average leafs visible 20970 faces 138998 base patches (using -chop 64) 0 opaque faces 1110853 square feet [159962848.00 square inches] 26181 direct lights 256 runtime entities (The compile log will be made available on request.) ---------------------------------------------------------------------------- ACKNOWLEDGEMENTS : This is an incomplete list as the map is still in beta, but anyway, here goes: DarkATi for providing me with the custom sky used in early versions of this map. (In the end, I settled for Hera's skybox.) He also wrote the "Common Errors and Problems" thread on the NS forums which, at times, proved to be an invaluable resource. Flayra and the team for making such an awesome game. 'Nuff said there. XP-Cagey for giving me some "Get Out Of Jail Free" cards, namely the plane optimiser and the -nodynbounce switch for HLRAD (which was the only thing that kept me from going over the lightdata limit). Paranoid Monkey for valuable feedback and much needed playtesting. Everyone who's posted screenshots in the "Post Your Screenshots" thread on the NS forums for showing me how a good NS map should look like. I hope that one day, my mapping will reach a similar standard. (Dream on Ron :P) On the same note, thanks to everyone who commented on my crappy little screenshots in the abovementioned thread. There are far too many of you to list here, but all your comments and criticism (and flames) were much appreciated. Probably the biggest thanks of all must go to Darric. If it wasn't for him, I would never have started this project. The background music used in "Shield Generator" is an excerpt from "CJ Ash - Machines", written by E.Moratto, D.Napolitano, N.Scarpante and M.Zappata and published by Gallo Music Publishing. No idea who it's licensed to. The background music used in "The Spacebar" is an excerpt from "SQ1 - Dance", written by Andre "ATB" Tanneberger and licensed to Kontor Records. Some of the textures in the map are taken from the ns_bast, ns_eclipse and ns_hera WADs, as well as the HalfLife WAD. The sand texture comes from the Team Fortress Classic WAD. Finally, thanks to Nz-Nexus for providing me with a good old laugh every now and then. The old-timers on the NS forums will know exactly what I'm talking about (think "Gendo" and "Powerhouse"). Any ommissions from the above list are unintentional. ---------------------------------------------------------------------------- LEGAL STUFF : The following is a legal agreement between you and myself (the "Author"). By downloading this map, you agree to be bound by the following terms and conditions. Should you not agree, please delete this map, all files associated with it, and all brain cells associated with it. Kthnx. (The following is also the fault of Nz-Nexus, aka our resident NS map decompiler.) 1. GRANT OF LICENCE: In consideration of your download of this map, and your agreement to abide by the terms and conditions of this Agreement, you are granted a nonexclusive right to use and play the copy of this software (hereinafter the "MAP") on a single computer at a single location so long as your comply with the terms of this Agreement. The Author reserves all rights not expressly granted to you under this Agreement. 2. OWNERSHIP OF SOFTWARE: You own only the magnetic or physical media on which the MAP is recorded or fixed, but the Author retains all the rights, title and ownership to the MAP recorded on the original media copy(ies) and all subsequent copies of the MAP, regardless of the form or media on which the original or other copies may exist. This licence is not a sale of the original MAP or any copy to you. 3. COPY RESTRICTIONS: This MAP and any accompanying materials are the subject of copyright. The textures and sound effects are the copyright of the respective authors/producers. You must read and follow any licence agreement relating to these materials. The onus is on you to locate the aforesaid licence agreements, if they exist. You are bound by the aforesaid licence agreements and you may be held legally responsible for any copying or copyright infringement which is caused or encouraged by your failure to abide by the terms of this restriction. 4. USE RESTRICTIONS: You may network the MAP or otherwise use it on more than one computer or computer terminal at the same time. You may physically transfer the MAP from one computer to another. You may distribute copies of the MAP to others. You may _NOT_ reverse engineer, disassemble, decompile, modify, adapt, translate or create derivative works based on the MAP and any accompanying materials without the prior written consent of the Author. 5. TERMINATION: This licence is effective until terminated. This licence will terminate automatically without notice from the Author and become null and void if you fail to comply with any provisions or limitations of this licence. Upon termination, you shall destroy your copy of the MAP and all accompanying materials. All provisions of this Agreement as to warranties, limitation of liability, remedies or damages, and the Author's ownership rights shall survive termination. 6. MISCELLANEOUS: This Agreement shall be construed in accordance with the laws of the Republic of South Africa and shall benefit the Author, his affiliates, and assignees. 7. DISCLAIMER: THE AUTHOR DISCLAIMS ALL WARRANTIES, EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE AUTHOR DOES NOT WARRANT, GUARANTEE, OR MAKE ANY REPRESENTATION REGARDING THE USE OR THE RESULTS OF THE USE OF THE MAP IN TERMS OF ITS CORRECTNESS, ACCURACY, RELIABILITY, CURRENTNESS, OR OTHERWISE. IN NO EVENT, SHALL THE AUTHOR, UNKNOWN WORLDS ENTERTAINMENT (OR ITS EMPLOYEES, AGENTS, SUPPLIERS, OR CONTRACTORS), OR VALVE SOFTWARE (OR ITS EMPLOYEES, AGENTS, SUPPLIERS, OR CONTRACTORS) BE LIABLE FOR ANY INCIDENTAL, INDIRECT, SPECIAL, OR CONSEQUENTIAL DAMAGES ARISING OUT OF OR IN CONNECTION WITH THE LICENCE GRANTED UNDER THIS AGREEMENT, OR FOR LOSS OF USE, LOSS OF DATA, LOSS OF INCOME OR PROFIT, OR OTHER LOSSES, SUSTAINED AS A RESULT OF INJURY TO ANY PERSON, OR LOSS OF OR DAMAGE TO PROPERTY, OR CLAIMS OF THIRD PARTIES, EVEN IF THE AUTHOR OR AN AUTHORIZED REPRESENTATIVE OF THE AUTHOR HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. IN NO EVENT SHALL LIABILITY OF THE AUTHOR FOR DAMAGES WITH RESPECT TO THE MAP EXCEED THE AMOUNTS ACTUALLY PAID BY YOU, IF ANY, FOR SOFTWARE (EXCLUDING OPERATING SYSTEMS) REQUIRED TO RUN THE MAP. SOME JURISDICTIONS DO NOT ALLOW THE LIMITATION OF IMPLIED WARRANTIES OR LIABILITY FOR INCIDENTAL, INDIRECT, SPECIAL, OR CONSEQUENTIAL DAMAGES, SO THE ABOVE LIMITATIONS MAY NOT ALWAYS APPLY. THE WARRANTIES IN THIS AGREEMENT GIVE YOU SPECIFIC LEGAL RIGHTS AND YOU MAY ALSO HAVE OTHER RIGHTS WHICH VARY IN ACCORDANCE WITH LOCAL LAW. 8. ACKNOWLEDGEMENT: YOU ACKNOWLEDGE THAT YOU HAVE READ THIS AGREEMENT, UNDERSTAND IT, AND AGREE TO BE BOUND BY ITS TERMS AND CONDITIONS. YOU ALSO AGREE THAT THIS AGREEMENT IS THE COMPLETE AND EXCLUSIVE STATEMENT OF THE AGREEMENT BETWEEN YOU AND THE AUTHOR AND SUPERSEDES ALL PROPOSALS OR PRIOR AGREEMENTS, ORAL, OR WRITTEN, AND ANY OTHER COMMUNICATIONS BETWEEN YOU AND THE AUTHOR OR ANY REPRESENTATIVE OF THE AUTHOR RELATING TO THE SUBJECT MATTER OF THIS AGREEMENT. Should you have any questions concerning this Agreement or if you with to contact the Author for any reason, please contact in writing at the e-mail address provided. ----------------------------------------------------------------------------