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* Urban Terror Level * 
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Title			: ut_streets2 "Streets of Terror"
Filename		: ut_streets2_b2.pk3
Author			: Joseph A. Mauke - |NV|S
Date			: May 20th 2003
E-mail address		: admin@s8s.info
Homepage URL		: http://www.s8s.info

CHANGED Since Beta2     : I have removed the bulk of the breakables. I also 
                          removed some unnecesary textures that are jacking your
                          texture memory and requiring you to PAGE OUT textures
                          to load new ones. I removed those stupid Spikes on
                          the wall, I removed the railing balconys and making
                          them solid again., but be warned as they will not be
                          campable.  I retextured the Asphault with lower quality
                          textures for better fillrate.  They arent permanent.
                          I removed the rail cars and the rail tracks as they were
                          just eyecandy that was bogging down the map.  I 
                          repairing a borked spawn next to the Video store that
                          seems to Spawn people like a mofo. I removed the 
                          rotating doors in NRG towers, they were meant to give
                          every balcony room access, but I removed the rooms and
                          forgot to kill the doors before releasing beta2. 
                          Suprise invis screws up again!!

                          I am removed the COCKBLOCKER, Vagina card, and 
                          MASTERBATE sign from the video store window.....but I
                          will be taking suggestions on what to make the building
                          into. Sorry Jeds guns is old news, come up with something
                          more original for me and I will use it because I am your
                          mapping slave. I Resized the Manhole covers so they dont
                          open into the sidwalk...the head peering out from the top
                          of the manhole cover door is fixed. I decided to make
                          a GRATE that opens like a trap door instead...this will
                          require some testing to get right,  I retextured some 
                          areas that look like absolute donkey nuggets, and trying
                          to find and squash the lightbleeding where I can.
                          
                          I removed the stairs and replaced them with a Broken 
                          elevator instead for ease of use and speed....not to 
                          mention that lightbleed for the stairs was un-fixable. I
                          am not removed the spawns on top of the computer store,
                          but I am putting the crates back that used to be there
                          for a way to get down from the roof. Allthough there are
                          faster ways to get down without damaging yourself....
                          i guess no one figured out how to do that.  I am not 
                          adding the balcony back over the Comptuer store, it 
                          causes FPS problems, and using the door as cover was 
                          just stupid.

                          So ya want a climable tree huh? well how does it feel
                          to want?...seriously though I dont think that is wise,
                          but for beta3 I will comply so you will stop crying like
                          a little girl 

CHANGED Since Beta3     : The Blue flag was Borked somehow, I never really knew 
                          it was missing.  Fixed some missing textures, optimised
                          a few more also.  Moved the bomb spawn for blue to down
                          into the Lab.  Also fixed the LAb stairwell wall.  Moved
                          the bomb #2 into the old computer store.  Fixed some
                          clipping issues on NRG towers.  Moved some of the Bot
                          clips around for lower .aas file. 

CHANGED Since Beta4     : I decided to kill some the the dead areas to save on portals
                          and some space.  More texture Optimisation.  more deleting
                          unnecessary clutter.  Added the Bomb model for the lab.
                          fixed some small bugs.  also removed the interior of the 
                          NRG towers....it was useless and didnt fit the map. I saw
                          is as annoying and useless.  put back in the Larger sound file
                          for the airplane because the optimised one sounded like shit.
                          Clipped the ladders better....if you get stuck now you're
                          just a moron or a n00b.

Left to do:               More Optimisation, and fix shit I missed....plus the 
                          bomb placements Models are still not done.  Also the 
                          botsupport is shit because of the model clipping.  this
                          is a known problem.

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* Level Description *
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This is the next generation of ut_streets  

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Single Player		: YES
Gamemodes		: FFA,TDM,TS,Bomb,CTF
Suggested player load	: 2 - 10 (This map is not meant for 20 man clusterfucks)

New Textures		: yes 
New Sounds		: yes


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* Construction *
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Map Base		: This map was constructed from scratch TWICE!!!
Hours invested          : about 450 or more....Im beginning to hate this map
Prefabs/Models used	: Many of the models are placeholders and temps
                          in this version
                                                                              

Editor used		: GtK Radiant ver 1.2.12
Other utilities used	: MS photodraw, PHotoshop7 3DSMAX 4.2 Milkshape
                          Lithunwrap, q3map2 Toolz, Q3MAP2 w00t!

Known Bugs		: god I hope not

Compile machine		: 2.8Ghz Pentium4 with 1 gig of 1066mhz Rambus
Compiler version        : q3map2 2.5.2 

Bsp Switches            : -meta 
BSP time		: 50 seconds
VIS Switches            : -vis
Vis time                : 18 minutes
light Switches		: -fast -filter -super 2 -patchshadows -shade -bounce 1 
light time              : 35 minutes

Total Brushes		: 4122+
DM spawns		: 16 per team
TS spawns		: 3 groups of 16 per team  
Bomb spawns             : 16 per team
CTF spawns              : 16 per team
1vs1 spwans             : 16
Ftl spwans              : 16
entities                : 265

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* OTHER LEVELS BY THE AUTHOR *
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: ut_pointblank ut_automotive ut_crenshaw

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* CREDITS *
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Oswald & the 6th floor, Oswald stuck by my visions when 
Others ridiculed me.  Some of the mappers at #urbanmappers..Idleing bastards. 
The urban terror community, who will undoubtably pick this map apart because 
change (no matter how good) is gay. Dragonne,  Leprachaun for the kickass 
billboards, Ydnar for all the textures, q3map2, hell man...We all owe you big, 
Remedy, IK, crack.com "we miss ya" the Texture studio, and all my niggas  

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* COPYRIGHT / PERMISSIONS *
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Authors MAY NOT use anything from this level.
This map MAY NOT be sold, or in any other way turn into profit for any other
person than the author. This map MAY NOT be distributed by anyone other than
Silicon Ice Development as it was 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.  Anyone using any models, textures, or
other Items from this map made my me will be punished by the DMCA to full extent
of the law.