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 Basic Information
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Author		: Stealth'
Webpage		: http://stealth.staatsschutz.org/

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 Map Information
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Game		: Wolfenstein: Enemy Territory
Title		: Orb Battle
Filename	: orb_battle.pk3
Release date	: 14/05/2008
Decription	: Capture and hold the Orb for as long as possible. Lot's of fragging required ^^

Program		: Gtk Radiant 1.5.0

Compile time	: 5 minutes.
Compile machine	: intel core 2 duo E6750, 2048mb.

Installation	: Place the orb_battle.pk3 in your etmain folder, select it from the Host Game-menu or
	                  bring down the console and type: /map orb_battle

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 Special thanks:
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-RayBan: Floating powerups
-Splashdamage forums source of information, and answering my questions.
-{SSF}Sage: My fresh pair of eyes, general help in pointing out mistakes and help with scripting
-WgW clan: motivation
-Staatsschutz.org: support and motivation

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 Other:
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The textures, I don't remeber where i found them, I just collected them from different maps.
So thanks to whoever created the original textures.

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 Info mappers:
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If you would like to decompile this map for learning purposes be my guest.
Please do not edit something and then release as your own....

maybe some know hows:

orb slowly chaing color (5 stages):
This was achieved by changing the color of sfx/construction.tga with a shader.
I changed the color of it for each stage and then remapped them 1 by 1 so that
it appeared that the orb slowly changed color

orbiting balls:
Simply by using splines.

The scoreboard:
Quite hard to explain, but you can just take alook at the script
first it counts from 0-9 then at 10 it triggers a new block for the "tens"
so 0-9 then "tens" + 1
this is repeats untill 99
then the hundreds are triggered + 1
and this process is repeated untill 999, 1000 is just win, but won be achieved since it takes just
under 17 minutes to gain that many points.

metallic effect:
Took me quite a long time to figure this out, just take a look at the shader.
but you texture also needs a alpha channel, so sont forget this!

the animated textures:
I don't know how these work, as I said earlier I don't know who made them but thanks. :D

jumppads:
these are made with a trigger_multiple attached to a target_push, which in its turn points to an
info_not_null.
If you use ctrl+k to connect the 3 entities remeber to select FIRST the trigger then the target_push.
Then deselect both, then select FIRST the target_push and then the info_not_null, otherwise it won't
work.

portal camera:
Quite easy, many tutorials about it so go find one! :D

lights:
to get the slow fading effect select a light press N and click non-linair.
This is a trick I read on SD forums (good place for advice).
