////-----------------------------////////
////--Drach-FPS-CTF-Mappack------////////
////--released 26.04.2006--------////////
////-----------------------------////////

Info :
------

This is a mappack containing performance tweaked versions of the original Quake4 MP maps.
Made accessable LOD for lights and this time there are some gameplay changes.   

WARNING: I am not responsible for anything, by
downloading this mappack you should understand that it is beta
and therefore I guarantee nothing.

Installation :
--------------

Extract and put into baseq4 directory

usage : 
-------

Load from multiplayer menu.

r_lightdetaillevel [-1,0,1,2,3,4,5,6,7,8,9] - Controls the threshold at which lights are drawn. Any light below this threshold is skipped. This particularly helps with CPU limited systems
Usable ranges are from 0(slower) to 9(faster)

rule of thumb : 	1 to 3 are mostly non visible lights and corridors   
			4 jumpads and corridor-crossways gets dark
			5 to 8 only bigger rooms and chockepoints are lit
			9 singlelight / ambientlight 

I recommend 3 for very good visual quality, 5 still has good quality but gives big performance and 9 for most performance 

You will have to adjust your r_gamma + r_brightness settings when using different lightdetails.


Gameplay changes  :


ctf1 : 
- moved LG to middle area 
- replaced rail with SG
- replaced SG with NG
- replaced LG with 2nd RL
- removed pipes in bases against headaches :)
- Replaced MH with RA
- Placed Mh near base RL

ctf1b :
- removed pipes in bases against headaches :)
- Placed a SG in mid

ctf2 : 
- added haste-PU in the middle for some heated action

ctf3 : 
- switched positions of rail <-> RL to make base a bit less rail extreme
- changed mega to regen to give the middle room more action

ctf6 :
- added 60s MH + Regen PU to bases
- added SG + ammo to Lower mid at RA

ctf7 :
- replaced rail with LG
- added an MH to lower JP at bases
- added PU in front of LG

ctf8 :
- added Haste PU in window above lower RL
- switched rail and YA position
- changed jumppads to balance middle

all maps :
- To prevent the defensive style q4 has at default the spawns changed on most maps (all spawns were in the base in the original maps)



Technical changes :

ctf1 : 
- removed 2 lights in centralroom
- added 1 ambientlight
- replaced some ramps with stairs to speed up gameplay and other minor geometrical changes.

ctf2 : 
- removed 6 lights in orange base that were not on the green base 
- added spawns that orange was missing

ctf8 :
- clipped the curved stairs between sg/ng in green base to prohibit walking out of the map.

all maps :
- removed doubled lights (green light on top of orange ones, etc.)



q4ctf5 is such an awfull map that I dont consider its worth the extra size, whoever wants that map tweaked can do it with the help from my tutorial @ doom3world :

Feel free to email any bugs to dr4ch AT web DOT de
or post your find on the inquake.de and esreality.com message board.

* credits and special thanks *

- id software and raven of course
- swelt for hinting me to the right direction and generally being a cool dude
- teddy for being so fast with the remixes :)
- [CB]erazor for all suggestions on all gameplay changes done and pointing out all spawns were in the bases
- the people from clan infinity and gods.inc for the suggestions on some v012 changes.
- All people hosting my maps, so big thx the people @ levi, god and many others.

* greetings *

The old planetquake.de staff who still remember me
Whoever idled in #modemliga
The oldschool q3ut scene
My xbm homies
My dctf grapple monkeys
All people who gave me feedback
Peace for son, xfoo wviperv and JAMAL


...until I vanish again

* Copyright / Permissions *

Authors MAY use the contents of this file as a base for modification or reuse, as long as I am fully credited.

You MAY distribute this file, provided you include this text file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact.