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INSTALLATION		: Unzip the ut_CaBiN.zip file.  Put the ut_CaBiN.pk3 in your .../q3ut2/ 			folder under your quake3 folder
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* An Urban Terror Level * 
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Title			: [CaBiN]
Filename		: [ut_CaBiN.bsp]
Author			: [moc_mr_fitz]
Date			: [Oct 28/01]
E-mail address		: [mr_fitz@hotmail.com]
Homepage URL		: [http://www.geocities.com/moc_mr_fitz 

			OR

 			http://mocmrfitz.20megsfree.com/moc_mr_fitz_ut_maps.html]

NOTE: This is the final version for Quake 3 Mod Urban Terror beta2.3. I reserve the right to change this final version should new map entities be made available for Urban Terror.
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* Level Description *
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Adapted from the website listed above:
Concept 
This map is a change of scenery compared to other UT maps in that it is not "urban".  There is one main area with a cabin in the middle - gameplay is thus wide open.  Nevertheless, r_speeds max out at around 8,500 polys! (no gun drawn, low geometric detail) I like to think I made decisions which maximize gameplay, gameflow with eye-candy further down the list of priorities.  There are caves/passages below the cabin and inside the "mountains" but, in terms of spawning and most game modes these passages are optional.  That is, you can always get to the main playing area quickly but 
if you want to take a back route to sneak up on a sniper - it is available.  The map supports all game modes. 

Some Features
(to the the website: www.geocities.com/moc_mr_fitz for an updated list)

camper-resistant team spawn locations - each group not in exactly the same spot so potential campers will have to watch their backs, ctf does NOT spawn at the flag (but close)
tram - travel in relatively protected seclusion to a lookout 
climbable trees - use to get onto high places or just hide out with the owls 
shootable/breakable ice - e.g., fall off mountain, shoot ice, then land safely in water 
mountain ledges - adds "verticality", mountains not just to look at 
mountain tunnels (i.e., alternate routes between areas) 

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Single Player		: [what?]
Gamemodes		: [ALL]
Suggested player load	: [2 to 16 - lots of spawnpoints]
New Textures		: [20+]
New Sounds		: [12, some from quake2]

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* Construction *
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Map Base		: [directly from my brain-and a particular cabin I have visited frequently]
Prefabs used		: [Nrgizer's minelights and couch]
Mapobjects used		: [Basstank's camper from www.madmapper.com; Qkennyq's 						beercans qkennyq.tripod.com]
(c) QkennyQ]
Editor used		: [GtK Radiant]
Other utilities used	: [GtK Build for compiles and AAS, Winamp mp3 -> wav]

Compile machine		: [Commador PET]

BSP time		: [20 sec]
VIS time		: [35 hrs - despite lots of detail brushes, it is one large open area]
RAD time		: [45 minutes - 64 grid]

Total Brushes		: [2399 - why does this matter?]
DM spawns		: [16]
TP spawns		: [3 sets - 10 per team per set]
CAH capturepoints	: [6]
Locations		: [target_locations - 15]
Bot AAS CPU usage	: [13657768 - this is down from 83490612 in ut_cabin_beta2;  a 6fold 				decrease = runs much faster with bots]



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* OTHER LEVELS BY THE AUTHOR *
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: [see website, above for Quake2 maps - cannon fodder; cannon fodder lite]

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* CREDITS *
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[see mapobjects above; lots of help at the UT level design forum and the quake3world forum]
[thanks to BETATESTERS:
higgins who has spent hours on various versions of the map
|LwZ|gleam and |LwZ|logicon - who have gone where no player has gone before
cisum1 - some simple, but important, suggestions like railings
DaCloo - for suggesting some of the key elements like the tram (cable car)
others? - sorry if I missed you - please check out for urbanterror.net forums for others]
[special thanks to MungoZen for being the first to host my map files www.mungozen.com and for providing constructive feedback]

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* COPYRIGHT / PERMISSIONS *
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Feel free to use all the textures/shaders/sounds - a thank-you in your readme would be nice....
Otherwise just contact me: mr_fitz@hotmail.com

blah blah blah

Authors MAY NOT use this level as a base to build additional levels.
This map MAY NOT be sold, or in any other way turn into profit for any other
person than the author. This map MAY be 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
to be used, replicated or edited for any other Mod, Total Conversion, Game or
Game Engine.