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* Urban Terror Level *
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Title			: Superman - Debacle
Filename		: ut4x_superman-debacle.bsp
Author			: FSK405|wily duck
Date			: September 2010
E-mail address		: wily_duck_gamedev@digitalamusement.com
Homepage URL		: http://gamedev.digitalamusement.com

If you find a problem, comments, questions, report hacking, or need to discuss
an issue about the map, post your findings on the FSK405 superman forums at:
http://www.kickassctf.com/e107_plugins/forum/forum_viewforum.php?37


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* Level Description *
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Authors note:
Thanks for downloading my map! :D I've put a lot of time and effort
into it, hoping to make one of the best Urban Terror maps possible.


Debacle In The Board Room - A Superman Map Extension
http://www.fsk405.com/e107_plugins/forum/forum_viewtopic.php?39629


What is it:
An experiment, primarily investigating the possibilities of creating "map extensions" by using the content of a single existing map almost entirely. Other parts of this experiment include personal benchmarking of development time, and consideration of heightened visual design quality by including portions of otherwise rarely seen detail (in other maps). A level of gameplay is factored into the design, although this usually critical aspect was the less of my priorities for Debacle.



Purpose:
Can be used as a meeting room for clan scrims, hangout, pistol only shootouts, training sessions, etc.

In CTF mode, red will spawn on one side of the table, blue on the other (perhaps like certain diplomacy meetings). Initial spawns are in the chairs, respawns are behind chairs. I had originally built the chairs to break, but they proved too fragile, impeding the levels' purpose and potential gameplay of the map, so breakable entities were removed.

In FFA mode, spawns are in the isles. No bomb or CaH. CTF flags in the room are really astetic - until blood runs.

The room itself serves as a small tech demo, testing the concept of a map extension. I don't plan on putting any more work into this map than maybe other potentially experimental work. It could go through improvement iterations if interest is maintained.


Design:
Built initially from scratch. There is currently only one room. Textures and objects are reused/modified from ut4_superman. The map will not render correctly unless you already have ut4_superman - which is part of the "map extension" design. There is exactly one new texture. There are a handful of new shaders.

Examples of objects that were reused - the executive desk was modified into the board room table, and executive chair modified with feet and casters. Re-use significantly reduced time to create new objects (as expected). Being able to modify the existing objects into new objects was a fairly painless experience to provide a different presentation than simply copy-and-pasting.

Lights are recessed into the ceiling - something I've really wanted to find out for a long time as to how this type of lighting would render, being that most lights in an office-like building would be recessed. Mind you, this was a bit difficult! Optimizing the ceiling surface (without it becoming a mesh-soup of polys) to get those little circular lights in, was a puzzle (and solved).

Other factors in the design were things like ensuring consistent grid/object spacing off the bat so everything continued to fit without having to backtrack and restructure. Grouping sections of the room or objects to ensure correct light map wrapping across different surfaces. Keeping the appearance and theme of an upper floor of the superman executive tower, including spacial constraints. Adding in small new details like trim. Even the levelshot is modded to remain within the superman map theme.

The numbers on the wall are individually breakable, for whatever purpose one intends. I see it as a way to present a marker. Btw, the numbers are also the result of a "can I do that" thought. These are standard, baseline included, Urban Terror font letters from the core file - referenced from the core game files via a custom shader. This creates the potential of typesetting words/etc into a map via the defaults urt fonts.

Lastly, note the map name is prefixed with "ut4x" - note the "X" after ut4. I decided this naming convention accurately represents the fact that this map is a map extension, requiring the possession of the map immediately following the ut4x, called "superman", and this map extension called "debacle". I don't think the convention is the absolute prettiest looking, but does seem to be the most practical of the various schemes I considered.


Conclusion:
First glance may look awesome, especially with the shiny table surface. Second impression may be underwhelming as this is only one room with no notable gameplay. The windows don't break like in superman. There's no where to go. The big screen FokkerVision tv doesn't even turn on. There are no light switches, or power outlets. No bumpmapping. Sure I could have taken this map farther, but the initial experiment is ready, so I'm releasing this version to find out how the public receives this new(ish) type of urt map design.





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Single Player		: Yes
Gamemodes		: CTF, TDM, TS, FFA
Suggested player load	: 1-24
New Textures		: 1
New Sounds		: No
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* Construction *
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Map Base		: Original, built to ut4_superman specifications
Prefabs used		: None
Mapobjects used		: A few from ut4_superman, modified
Editor used		: GTKRadiant 1.6
Compiler(s) used	: FS_q3map_Radbump_2a.exe, BSPC version 2.1h
Other utilities used	: Photoshop CS, q3map2build, notepad
Known Bugs		: None
Compile machine		: AMD Phenom 2 quad-core 940 overclocked to 3.8Ghz, 4GB RAM 5-5-5-15,
			  2 x 32GB Intel SSD SLC in RAID 0, Win XP SP3
Compile time, total	: ~2 min
-vis			: ~0
-light			: ~2 min
bspc aas		: ~30 sec
Lightmaps		: unknown
Total Brushes		: 1290
Total Entities		: 63
DM spawns		: 35
CTF spawns		: 20
Bomb spawns		: 0
CaH capturepoints	: 0
Locations		: 0
PK3 Compression		: Zip, fastest



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* OTHER LEVELS BY THE AUTHOR *
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ut_koth		: King of the Hill		: Own the hill, it's an upward struggle.
ut_cahos	: Capture and Hold Chaos	: Arena UrT CaH.
ut_deep		: Deep under the ocean		: Hold your breath, fight for air.
ut_sled		: Downhill Ice Fight		: Snowboarding the mountainside.
ut_sled_free	: Second Downhill Ice Fight	: Own the snowbowl.
ut4_pacman	: Pacman			: UrT in classic Pacman
ut_mspacman	: Ms. Pacman			: UrT in classic Ms. Pacman
ut4_mapmaker	: The Urban Terror Map Maker	: Learn to map. All tools included.
ut4_joust	: Experimental jousting		: Fly and snipe joust.
ut4_raid	: 2008 Map contest entry	: Torrential downpouring rain.
ut4_temple2	: Lost Temple			: Lots of gameplay variety.
ut4_superman	: Urban Terror Superman		: Fast vertical gameplay among skyscrapers.



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* CREDITS *
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See the credits in ut4_superman.




================================================================================
* COPYRIGHT / PERMISSIONS *
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This is a map extension of ut4_superman.

This map MAY NOT be sold, or in any other way turn into profit except for the
author and authors' delegates. The map pk3 contains media that may not be used
for commercial purposes.

This map MAY be publicly distributed on any media as long as this media is
distributed freely without anyone having to pay for it. This level is designed
for the Quake 3 Total Conversion "Urban Terror" and is not replicated or edited
without the expressed written documented permission of the author.