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	* Urban Terror Level info * 
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Title			: Filter (beta 4)
Author			: Steven "Delirium" Krzanich
Date Released		: 20/01/2024
Email			: delirium.urt@gmail.com
Discord			: gotdelirium 
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	* Level Description *
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Originally based off a water filter station, this layout is designed as an
extension to Derelict. One day I intend on merging the two levels for a massive
TDM/CTF map.

This has been extensively overhauled from the _b3 version, in development I must
have rebuilt the layout at least 15 differnt times before I settled on this 
arrangement.

This level is an attempt at adding some randomness to gameplay in TS along with 
some experimental gameplay elements that have not been tried before. 
There is levelwide fog so lasers will always draw as a beam. Included in the layout
are many func_breakables which can introduce new angles and routes to certain chokepoints.
The middle door in beteen the Engine Room and Pump Room can be shot open, on 
round start this door has a 1/3 chance to do nothing 1/3 chance to open only 1
of either door and a 1/3 chance to open both doors. There are also 2 doors near
Ladder that have a 1/2 chance of alternating between which is open for the whole round.
There is a lift mechanism in mid, which has a 1/2 chance on activating on round
start, there is a button in mid which can force the lift to stay 'on' which will 
randomly fire the 1/2 chance of activating the lift every 15 seconds.
The pump mechanism in mid will always be on when the round starts, however this
can also be shut off in the pump room and will reduce the ambient noise in the Pump
room by doing so.

Note to Gaming Leagues/modified QVMs: There is 1 spawnpoint with 'Initial' set(spawnflags 1) in
each TS spawnset - which has the best round starting position. This was introduced 
by FS for FTL and the leader was due to spawn in this spawn each round. I've set 
this in case you'd like to force a medic or the team captiain into said spawn point
on round start - I will continue to do this for all of my maps from now on.

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SORRY IN ADVANCE FOR THE LACK OF GAMETYPE COMPATIBILITY - I'M EXPECTING TO MAKE 
CHANGES SOON AND INTRODUCE THOSE GAMETYPES WITH SPAWN ROOMS LATER ON.

Bot Compatibility	: No
Free For All(0)		: No
Team Deathmatch(3)	: No
Team Survivor(4)	: Yes - 10 spawns per team - 2 spawnsets
Capture and Hold(5)	: No
Follow the Leader(6)	: No
Capture the Flag(7)	: No
Bomb(8)			: No

Suggested players	: 5v5 TS

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	* Construction *
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Map Base		: My own layout design
Editor used		: GTKRadiant 1.4
Compile machine		: Intel i9-9900k @ 3.6GHz, 16GB DDR4

Programs Used		: PaintShop Pro 8 
				  Q3Map2/radbump 4a.exe
				  Notepad++
				  Audacity

Compile:		: BSP	3 Seconds
				-threads 14 -meta -patchmeta -samplesize 8 -v -verboseentities

			: VIS	19 Seconds
				-threads 14 -vis -hint -merge -saveprt -v 	
				Average visible clusters: 1999 (double my normal averages...)

			: LIGHT	 5 Hours and 15 mins (pretty sure -dirty doubled the compile time..)
				-threads 14 -light -bounce 10 -gamma 1.1 -exposure 220 -shade 
				-patchshadows -dirty -dirtdepth 40 -dirtmode 1 -dirtscale 0.5 
				-pointscale 0.75 -samplesize 8 -samples 2 -v

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	* OTHER LEVELS BY Delirium *
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Christmas		(DEC2008)
Barsketbrawl		(JAN2009)
Barn			(AUG2009)
Tohunga			(OCT2009)
Facade			(MAR2010)
Cambridge		(JUL2011)
Oaks			(NOV2011)

MIA for 9 years..

Derelict		(MAR2020)
Derelict_2v2		(MAR2020)
Clinic			(MAY2020)
Tohunga2		(MAY2020)
Tohunga2_2v2		(MAY2020)
Parkinglot		(SEP2020)
AimTraining		(NOV2020)
Pipeline		(SEP2021)
Mandolin CTF		(DEC2021)
Pipeline_2v2		(MAY2023)
Filter			(MAY2023)

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	* CREDITS *
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Models:
	ValkoVer	
	NulL		
	blackrayne

Sound:
	AK420

Extensive feedback:
	b0ciaM
	CrazyHedgehoG
	Biddle
	ulbens
	Solitary
	moscowjones
	xlr
	Swiitan	
	arnoldus
	arni
	maku
	Kipash
	Slackin
	Memnon
	bzegs
	kdd
	Dewar

Speacial mentions to:
	Leighrex	<3
	_Foxyfox	urt.li
	ntrsrc		<3
	NulL		shaders + motivation to mess with entities
	jrandomnoob	<3
	ValkoVer	welcome back old friend, you've been missed
	sneaks		<3
	vulture		saved my bacon with an entities.def backup
	Zmb		for helping delay development, be more constructive with your feedback, please

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	* COPYRIGHT / PERMISSIONS *
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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. Permission to redo the map has to come from me(Delirium).
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