

Map:		UJE_01
Maker:		C
Mission-type:	Axis objective, free & escort the V.I.P
# Players:	up to about 26 players, 
		above that, the mission will be very hard..

Release notes:	This is the 2nd public release.. Beta 2
		* Changed some textures so it is clear to see where no landmines can be placed.
		* Shortened the idle-time of the VIP after revive/death.
		* Created a few extra routes.
		* Added an alarm to warn there is a paratrooper coming down (must be turned on by a switch).
		* Changed Axis & Allied spawnpoints.
		* ..some more minor changes

----------------------------------------------------------------------------------------------------
Voices:
* Announcer:	{TTS}stevecrow74
* V.I.P.:	it is my own voice

----------------------------------------------------------------------------------------------------
Models:
* zenith-ply made the Arado196 float-plane.
  It is a great model, i did not use every damaged model that comes along with the plane though, 
  but i included them in this pk3 (so it is complete)..
* Quake3 DrEvil player-model..made by John "Ronin{Triad}" Fisher & Gary "Two Beans{TRIAD}" Jordan
  I had to glue all bodyparts with mapscript..
* Parachute model from Degeneration

----------------------------------------------------------------------------------------------------
Documentation used:
* Chruker's script-reference, and his "tag-the-dummy" tool.
  I used it for the VIP and the parachute.
* The Q3Map2 shader-manual.
Resources used:
* I used some of Sock's textures from his terrain-blending tutorial
----------------------------------------------------------------------------------------------------
Compile:
* I used these commandline-arguments to compile this map:
  [q3map2] -meta -mv 1024 -mi 6144 "[MapFile]"
  [q3map2] -vis -saveprt "[MapFile]"
  [q3map2] -light -fast -samples 3 -filter -bounce 10 -bouncegrid -fastgrid -external -lightmapsize 256 "[MapFile]"

*   11205 total world brushes
     7892 detail brushes
      116 patches		//?? i think these are my decal shaders, i only used a few patches..
      920 entities
     2654 visclusters
     6561 visportals
     2654 portalclusters
     6561 numportals
    13122 active portals
     1740 hint portals
        6 average number of passages per leaf  (at previous compile this was still 5)
       65 MB required passage memory
      248 Average clusters visible
   660320 Total visible clusters
        1 fogs
  16384.0 farplane distance	// this doesn't do anything..

* I used a lot of bounce at the compile..
  It takes a while, but it looks much better..especially the dark spots, like the tunnels..
  But there are still some pitch-black spots in my map, because i like the contrast.. 

* I also used some fog, for some atmosphere.. 
  It cuts framerate down by almost a quarter,..and with a slower/older videocard even by a third.

* A (Radiant built-in) final compile takes 20 minutes on my 2 year old P4..
  A Bounce-10 lighting compile takes 1 hour..
  A compile with also -bouncegrid takes as much as 3h20m.. 
  A compile with -bouncegrid -fastgrid takes 2h15m.. this is the compile i used for this beta2..

----------------------------------------------------------------------------------------------------
Special Thanks:
* {TTS}stevecrow74 for recording the voice-announcements.. and so promptly!.. Much appreciated. Thank You..
* [UJE]Ben_Dover for recording the initial voices.. Thanks mate!
* [UJE]Niek for his support on the server, and arranging the voice-announcers.. Kei Bedankt man!
* [UJE]Clan and friends for testing, finding bugs, and checking the gameplay of the map.. Thanks everybody
* -)A(- Old-Owl for testing gameplay on their Dark-Alchemy server.. Thank You.

----------------------------------------------------------------------------------------------------
See the [UJE]Clan website for more information: http://www.ujeclan.com
There are also plenty of UJE-maps to download..

