
dm_spookface for Half-Life2 Deathmatch by qUiCkSiLvEr

Map Name:  		dm_spookface.bsp
Date:			June 18,2005
Author:   		qUiCkSiLvEr
Author's email:   	ottalini@mindspring.com
Homepage:        	http://www.mindspring.com/~ottalini/qUiCkSiLvEr.htm

=======================================================
LEVEL DESCRIPTION: 

Single Player:  	No
Deathmatch:      	Yes
Team Deathmatch: 	yes
Suggested Players:   	4 - 16
New Textures:    	all custom textures embedded into the BSP
New Sounds:       	No (stock sounds only)
New Models:  		embedded into the BSP - pottery models brought over from CS:S map de_piranesi
Warps:   		several
No. of Secrets:  	several
Deathmatch spawnpoints: 30
Filesize:  		9.45 mb (unzipped)
Typical download time:  ~4 minutes normal (direct from server) or 60 seconds or less on fast http d/l

Optimium DXLEVEL:	This map will look good in DX80, 81 and excellent in 90. 
			DX70 is definitely not recommended (don't even bother).

Minimum recommend hardware/OS/drivers:
AMD1800+ (1.5GHz) with 1GB of memory running XP with the latest service pack and patches
ATI 9600 128MB or Nvidia 5900 128MB with the latest video drivers

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

Map description:
----------------

dm_spookface is a very unique play environment characterized by unusual art pictures
on marble.

The whole map is a beautiful marble construction with three main areas situated in a 
very craggy mountain environment and surrounded by a shallow water moat.

There are three very unusual huge trees growing out of one area of the mountains, 
odd and symmetrical. They must be unusual to be growing out there don't you think?

The main play area is above ground with a central plaza and many hiding, sniping, running and gunning
areas. There are a number of sniper cubby holes and all around the map are ramps that connect
the upper areas to the plaza.  There is also a crow's nest high above the plaza.

There are a number of display planters and pots in the main plaza resting on breakable marble pillars.

Out in the water moat that surrounds the main part of the map are the far runners which are on 
high marble pillars with protected embattlements to hide behind.  To get to these runners there
are 4 spawn points, two warps and an invisible ramp across from the top of the main play area.

Below the main level is a lower play area with a long dusty hallway.

On display along the hallway are some beautiful pots on marble pillars.  All the pillars 
(above and below) are breakable and the pottery can be grabbed and used by the gravity gun.

The hallway has two illusional doorways, one goes all the way down to the treasure vault.

There are several other ways to access and exit the treasure room as well, you'll have 
to do some exploring to find them all.  There is also a (slightly) hidden credit room.

At one end of the hallway is a poem engraved into the marble, you can click the wall for an
additional effect that complements the poem.

The outside water area is designed for easy exit, just wade up to any wall and push forward
(be sure to look up) and you'll bob right up to the top of the escarpment.  

You can jump across off the high runners to the far large dam walls and look over the sides, 
but you probably won't want to stay there since you're going to be a little exposed.


=======================================================
CONSTRUCTION:

This map is a conversion and extensive update of a HLDM (HL1) map that was released around 
May 2003 by [RDC]Spook.  Spook has made many very popular castle maps for HLDM and this was
an unusual and popular variation that he designed.

Spook graciously gave me permission to convert the map to the Source engine.  My feeling was
that the textures would look much better and the map layout would be very suitable for HL2DM.

I wanted a very very clean map, nice to look at with comfortable lighting that would enable
many different styles of play but not have a lot of physics objects to stumble over. 

Surprise and the hunt are important parts of this map, but just slugging it out with rpgs is
a heck of a lot of fun too!

The custom 3Dskybox, water and far runners as well as the pottery and planters are all
additions that I thought would give a much more open feel to the map and keep play interesting
and challenging.

original HLDM map:      spookface by [RDC]Spook (Half-Life 1 dm map) with permission
orig. author's email:	RDCSpook@shaw.ca

prefabs:                None
other models:  		pottery brought over from CS:S map de_piranesi
editor used:            Hammer 4.0 (Source) Build 3057
utilities used:         Valve Source SDK
known bugs:             none specific to the map
compile machine:     	Intel 3GHz HT with 4GB DDR RAM
compile time:           ~78 minutes total

map edits:		173 edits from May 2 to June 18 (so 6 weeks) 
			or ~4 map revisions a day on the average.

=======================================================
WATER NOTE:
  As of the release date of this map, if a player dies while in the water there is a chance that
when the player respawns he/she may continue to hear water gurgling and nothing short of
reconnecting will stop the sound.   This is a known bug in the current HL2DM engine.

WATER NOTE:
  It is very easy to get out of the water, just run up to the any of the straight walls around
the map push forward and be sure to look up.  The game physics will pop you right up to the top
of the wall.  I tried several lip schemes but they just made things more difficult.

SECRETS NOTE:
  There are several secrets on this map, some from the original design and some I added to
improve connectivity or to provide a rest and observation areas.  Mostly the secrets are
here to inspire players to really explore and learn the map and how it works.

=======================================================
INSTALLATION:

Unzip dm_spookface.zip (there should be three files).

Place the dm_spookface.bsp, dm_spookface.res and dm_spookface.txt in your HL2mp\maps folder, typically:

C:\Program files\Valve\Steam\SteamApps\<steam account>\half-life 2 deathmatch\hl2mp\maps

=======================================================
OTHER LEVELS BY qUiCkSiLvEr:

Please refer to my webpage for my map lists and pictures.

=======================================================
BETA TESTERS:

[RDC]Spook

[Team]USA - Shadow Santa, MrT, X-15, Rev, Boo-Hoo, Boogeyman and Darth Sailor among others.

Release Candidate Playtest by all the Steam forum Moderators and Valve participants and
Team pfeffer organized by ocarD/Draco (many thanks!).

=======================================================
*SPECIAL THANKS*

[RDC]Spook for doing such an incredible job on the original map and textures.

Many thanks to Valve for the incredible Source engine and specifically to
Mike Dussalt, David Speyrer, Jess Cliffe, John Guthrie, Marc Laidlaw, Alfred Reynolds
and Taylor Sherman for their ongoing encouragement and assistance.

=======================================================
COPYRIGHT STUFF

dm_spookface.bsp  copyright June 18, 2005 by Kevin Ottalini (qUiCkSiLvEr) 
with original legacy copyright ownership by [RDC]Spook

Original Poem "Touch" copyright June 9, 2005 by Kevin Ottalini (qUiCkSiLvEr)
  
You MUST NOT distribute this level unless you include this text file WITH
NO MODIFICATIONS.  Please include the .res file as well so the text description
file will propagate properly during map downloads.

This map may ONLY be distributed over the Internet.

You are NOT authorized to put this map on any CD or distribute it in 
any way without my written permission.

You are NOT authorized to disassemble and use any portion of this map.

Please feel free to email me with any comments and thank you for taking the time
to read this and for playing on this map.

Enjoy and have a safe day!

qUiCkSiLvEr

==============
Technical info
==============
Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                  72/1024         3456/49152    ( 7.0%)
brushes                709/8192         8508/98304    ( 8.7%)
brushsides            5165/65536       41320/524288   ( 7.9%)
planes                3886/65536       77720/1310720  ( 5.9%)
vertexes              7146/65536       85752/786432   (10.9%)
nodes                 2048/65536       65536/2097152  ( 3.1%)
texinfos              1662/12288      119664/884736   (13.5%)
texdata                 73/2048         2336/65536    ( 3.6%)
dispinfos                8/0            1408/0        ( 0.0%)
disp_verts             648/0           12960/0        ( 0.0%)
disp_tris             1024/0            2048/0        ( 0.0%)
disp_lmsamples       26472/0           26472/0        ( 0.0%)
faces                 4210/65536      235760/3670016  ( 6.4%)
origfaces             2705/65536      151480/3670016  ( 4.1%)
leaves                2121/65536      118776/3670016  ( 3.2%)
leaffaces             4893/65536        9786/131072   ( 7.5%)
leafbrushes           1627/65536        3254/131072   ( 2.5%)
surfedges            30867/512000     123468/2048000  ( 6.0%)
edges                17365/256000      69460/1024000  ( 6.8%)
worldlights             57/8192         5016/720896   ( 0.7%)
waterstrips            303/32768        3030/327680   ( 0.9%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices          4815/65536        9630/131072   ( 7.3%)
cubemapsamples          66/1024         1056/16384    ( 6.4%)
overlays                 0/512             0/180224   ( 0.0%)
lightdata             [variable]     1910744/0        ( 0.0%)
visdata               [variable]      156334/16777216 ( 0.9%)
entdata               [variable]       70955/393216   (18.0%)
occluders                0/0               0/0        ( 0.0%)
occluder polygons        0/0               0/0        ( 0.0%)
occluder vert ind        0/0               0/0        ( 0.0%)
detail props          [variable]           1/12       ( 8.3%)
static props          [variable]           1/1036     ( 0.1%)
pakfile               [variable]        1118/0        ( 0.0%)

Win32 Specific Data:
physics               [variable]      358942/4194304  ( 8.6%)
==== Total Win32 BSP file data space used: 3675991 bytes ====

Linux Specific Data:
physicssurface        [variable]      515389/6291456  ( 8.2%)
==== Total Linux BSP file data space used: 3832438 bytes ====

Total triangle count: 11192
