ML_Chapel
---------

France during the second world war.
German troops have discovered a hidden treasure inside of an old
french chapel. Planning on securing the gold and sending it back to the
Fuhrer, the axis have put up a camp inside of the building.
An allied bataillon managed to intercept a radio transmisson concerning
the gold, and quickly the plan to take the gold for themselves arises.
Infiltrating the chapel through a small sewer entrance they seek to
quitely take the gold and be gone without any notice, but they are
discovered and a fierce battle begins.

Objectives :
------------
The allies have to reach the first floor, open the casket by pushing
the lid aside from the back and take the two gold crates to the sewer
exit.
The axis will do everything to prevent this.

Stuff :
-------
The time limit is 10 minutes, though that's much too high considering
those easy objectives. It should be pretty hard for the axis to
defend the gold for that time having pretty even teams. The map is
designed for stopwatch play, so if you can, go for this :)

Known issues :
--------------
Since I decided to enter the contest pretty late there was not much
time to do big planning, so the architecture is quite weird at some
places. Excuse this pls. :) Also, I didn't plan out gameplay very
thoroughly, so there are some parts which don't really play as good
as they could.
I had initially planned to do much more with this map, i.e. make it
a decayed unused chapel with holes in the roof, rain dropping down,
destroyed columns and all that stuff, but the tight timeframe simply
didn't allow for this, so the non-destroyed version'll have to do :)
Cheers :)

=======================================================================

Title:			Chapel

Filename:		ml_chapel.pk3

Map:			ml_chapel

Number of players: Map is designed for 3 vs 3. Max 8 vs 8 is
				possible, but will become _very_ crowded :)

Timelimit:		10 Minutes

Author:			Carsten "MindLink" Stoll
				info@tectonicshift.de

Credit to:		tr4!t0r (thegnat@gmx.de)
					for the commandmap and the axis flag
				oak (Oak@abonados.cplus.es)
					for the cruzified model
				Ophelia (mreff@javanet.com)
					for the coffin model
				Berneyboy (http://www.planetquake.com/berneyboy)
					for his photorealistic texture set
				J4F
					for the cobweb texture
				Cathedrale de Notre Dame
					for the window image
				Some unknown artists
					for the tombstone plates
					for the altar room paintings
				SplashDamage
					for making such a cool game
				ydnar (http://www.shaderlab.com)
					for q3map2
				SmallPileOfGibs
					for helping me remove those LoD cracks
					last minute :)

Thanks to:		www.n0lame.de (#n0lame @ quakenet)
				all guys at #qeradiant
				especially Zombie for his ideas and support *whip* ;)

Description:	My contribution to the SplashDamage-Forum
				1024 mapping contest.

                Feel free to distribute on a non profit basis
                as long as this readme is provided.
                The source .map file may NOT be used as base for new
                maps or anything else _unless_ I am asked for
                permission. It is solely provided as a means for other
                people to learn.

=======================================================================

Build Time:		No idea. I'd guess about 30 hours of mapping
				plus lots of hours for testcompiles.

Compile Machine:Intel P4 2,4 GHz with 512 MB Ram

Compile Options:-bsp -META -samplesize 4

				-vis

				-light -fast -dark -gamma 1.4 -compensate 1.4
					-bounce 4 -patchshadows -samples 3

Compile Time:	roughly 45 minutes

Base:			New map from scratch

Editors used:	GTKRadiant 1.4

=======================================================================