supersoldier_alpha02

supersoldier_alpha02
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ReadMe



* Urban Terror Level *
--------------------------------------------------------------------------------
Title : Urban Super Soldier
Filename : supersoldier_alpha02.bsp
Author : Dan Barrett aka FSK405 wily duck
Date : 8/7/2006
E-mail address : *********@****************.com
Homepage URL : http://digitalamusement.net


--------------------------------------------------------------------------------
* Level Description *
--------------------------------------------------------------------------------

Intense, extemely fast paced map in a huge environment.


Super Soldier - Alpha version 02 public release

Hi! Thanks for downloading my map! :D Here's what's up with the new map: It's
not meant for pub play, thus the alpha signifier. However, have fun seeing
where the map is, sort of where it's going. As I've stated on my site, due
to predispositions in my life, progress has substantially slowed and the final
will be released "when it's done".

I've tried to clean up the alpha best I could in one day so it would at least
look like a map. The gameplay is broken, don't expect the map to be balanced
whatsoever.

I've added a few new paths, tricks, ways to get around, buildings, etc. There's
much more to do. I'm actually fearful I won't be able to finish the map because
the behaviour of quake3 and gtkradiant makes me believe I'm pushing it's
capabilities. Ah well, til I totally break it, I'll add more. :)






Additional description:

The fighting is not just horizontal, but vertical; with midair combat seen often.
Using the flypads marked by green transparent arrows, one can scale a building
by jumping at the marked points. Each flypoint is designed so that you must jump
into it willingly - which may become a leap of faith. Flying is not meant to be
static either, in other words one landing point may be the apparent and obvious
path, but by using the directional keys, you can begin to find new ways to fly,
land, enter, and exit locations. I've created each flypoint to do at least a few
different tricks, turning into combos and chains of gut-gripping moves.

Each object in the map serves a purpose. Some objects that have purpose may not be
obvious. Such as the angled supports outside of the hotel - fall and hold jump when
landing on them. The overturned van becomes part of such a combo. There's a lot
of tricks and secrets in the map, so you'll stay busy and entertained for a while.

Best of all, gameplay does not slow down when only a few people are on the server.
2 vs 2 is still fast, retaining the intense feeling that I've delivered with my
map, Urban Super Soldier!

--------------------------------------------------------------------------------
Single Player : Yes
Gamemodes : FFA, DM, CTF, TDM]
Suggested player load : 2vs2, 6vs6, 16vs16, as many as the server will handle

New Textures : Yes
New Sounds : No


--------------------------------------------------------------------------------
* Construction *
--------------------------------------------------------------------------------
Map Base : New
Prefabs used : None
Mapobjects used : Some
Editor used : gtkradiant
Other utilities used : Photoshop6

Known Bugs : Stagnant beetle, black ant, south African Mosqito - wait, I mean none

Compile machine : AMD 4400 X2, 2G RAM

BSP time : < 1 minute
VIS time : .5 hours
LIGHT time : .5 hours
Total time : - seconds

Total Brushes :
DM spawns : lots, > 16
CAH/CTF spawns : same
CAH capturepoints : none
Locations : none


--------------------------------------------------------------------------------
* OTHER LEVELS BY THE AUTHOR *
--------------------------------------------------------------------------------
ut_koth - King of the Hill
ut_cahos_v2 - Capture and Hold Chaos
superman_b2 - Superman beta 2
ut_temple2 - beta, work in progress
ut_pacman, ut_mspacman - arcade to urban terror translations
ut_sled - downhill ice fight


--------------------------------------------------------------------------------
* CREDITS *
--------------------------------------------------------------------------------

CREDITS??? Where to start! I mean really, ho-damn! Ok, lemme try this one!

Huge thanks to:
$NulL
FSK405 Frog
FSK405 Dierth
FSK405 Dankrider
FSK405 Ghozt
FSK405C Talltree
[SPD]Hat
[fUn]Avatar_of_woe/Helsen
Hybridesque
RalphNader
Midgetkiller
Resident
Albiorix
All of FSK405!
Urbanbase! (http://www.urbanbase.net)
[fUn]! (http://www.fun-gamers.net)
Everyone who has supported me in IRC
Of course #urbanmappers because were would I be without them?
*** EVERYONE ***
That's not everyone. No way. I've gotten so much incredible feedback from the community
that I can't seem to thank everyone. Anyone who has sent a good word my way I try
to take the time to give a genuine Thank You. And that's what you deserve, because
you've given me the motivation I needed to finish this map even when R/L was sucking
and complicated.

FSK405 wily duck

:V





* COPYRIGHT / PERMISSIONS *
--------------------------------------------------------------------------------

Yeah default crap, see below :)

Authors MAY NOT use this level as a base to build additional levels.
This map MAY NOT be sold, or in any other way turn into profit for any other
person than the author. This map MAY be distributed on any media as long as this
media is distributed freely without anyone having to pay for it.
This level is designed for the Quake 3 Total Conversion "Urban Terror" and is not
to be used, replicated or edited for any other Mod, Total Conversion, Game or
Game Engine.

Arena file


// neat startup screen test

//levelshots/supersoldier

//

//

// map levelshots/supersoldier_levelshot/superman_b3.tga

// tcmod scroll .5 .5

//

//

// map levelshots/supersoldier_levelshot/superman_b3.tga

// tcmod scroll .25 0

// blendfunc filter

//

//

//

textures/supersoldier/duck_flypoint

qer_editorimage textures/supersoldier/duck_green_arrow.tga

// q3map_surfacelight 10

surfaceparm nolightmap

surfaceparm nomarks

surfaceparm nonsolid

surfaceparm trans

deformVertexes autosprite2

qer_trans 0.5

cull none

map textures/supersoldier/duck_green_arrow.tga

blendfunc gl_src_color gl_dst_color

tcMod scroll 0 2.3

alphaFunc GE128

textures/supersoldier/tower_noimpactbricks2

qer_editorimage textures/supersoldier/tower_noimpactbricks1.jpg

surfaceparm nodamage

map textures/supersoldier/tower_noimpactbricks1.jpg

map $lightmap

blendfunc filter

rgbGen identity

tcGen lightmap

// q3map_sun 1 1 .9 50 300 75

// q3map_sun 1 1 .8 75 15 80

// q3map_sun 1 1 .9 100 40 75

// was 300 82

textures/supersoldier/duck_supersoldiersky

qer_editorimage env/supersoldier/daysky_ft.tga

surfaceparm noimpact

surfaceparm nomarks

surfaceparm nolightmap

surfaceparm sky

q3map_sunExt 0.95 0.85 0.9 200 40 82 0 4

q3map_skylight 100 1

skyparms env/supersoldier/daysky - -

textures/supersoldier/reflect_glass

surfaceparm alphashadow

surfaceparm nolightmap

surfaceparm trans

sort additive

portal

qer_trans 0.5

// q3map_backshader textures/supersoldier/shiny_glass1

//

// map textures/supersoldier/duck_transparent.tga

// blendfunc filter

//

map textures/effects/tinfx.tga

depthwrite

tcGen environment

blendfunc filter

// no cull - 2 sided

textures/supersoldier/shiny_glass1

qer_editorimage textures/effects/tinfx.tga

qer_trans 0.5

surfaceparm nolightmap

surfaceparm trans

surfaceparm alphashadow

cull none

map textures/effects/tinfx.tga

tcGen environment

blendfunc GL_ONE GL_ONE

// cull on - 1 side

textures/supersoldier/shiny_glass2

qer_editorimage textures/effects/tinfx.tga

qer_trans 0.5

surfaceparm nolightmap

surfaceparm trans

surfaceparm alphashadow

map textures/supersoldier/window_glare.jpg

tcGen environment

blendfunc GL_ONE GL_ONE

textures/supersoldier/duck_greenmarble_floor

qer_editorimage textures/supersoldier/will_marble_floor.tga

map textures/supersoldier/will_marble_floor.tga

rgbgen identity

map textures/supersoldier/will_marble_floor.tga

tcmod scale .75 .75

tcgen environment

blendfunc gl_zero gl_src_color

map $lightmap

blendfunc gl_dst_color gl_zero

rgbGen identity

textures/supersoldier/water_glass1

qer_editorimage textures/supersoldier/duck_pool2.tga

qer_trans 0.5

surfaceparm trans

surfaceparm alphashadow

map textures/effects/tinfx.tga

tcGen environment

blendfunc gl_src_color gl_one

map textures/supersoldier/duck_pool2.tga

blendfunc add

tcMod scroll .0.05 -0.3

map textures/supersoldier/duck_pool2.tga

blendfunc add

tcMod scroll 0.05 -0.8

map $lightmap

blendfunc gl_dst_color gl_src_color

//shader taken from realworld_light

textures/supersoldier/ceiling_light

qer_editorimage textures/supersoldier/ceiling_light1.tga

surfaceparm nolightmap

q3map_lightimage textures/realworld_light/flouresc.tga

q3map_surfacelight 1000

map textures/supersoldier/ceiling_light1.tga

// white surface color light, still realworld light though

textures/supersoldier/flouresc_light

qer_editorimage textures/supersoldier/ceiling_light1.tga

surfaceparm nolightmap

q3map_lightimage textures/realworld_light/flouresc.tga

q3map_surfacelight 1000

map textures/supersoldier/white_light.jpg

rgbGen identity

// white surface color light, still realworld light though

textures/supersoldier/flouresc_light_nolight

qer_editorimage textures/supersoldier/ceiling_light1.tga

map textures/supersoldier/ceiling_light1.tga

rgbGen identity

textures/supersoldier/portal_camera

qer_editorimage textures/supersoldier/security_monitor.tga

q3map_lightimage textures/supersoldier/ugly_green.jpg

q3map_surfacelight 350

portal

surfaceparm nolightmap

map textures/supersoldier/ugly_green.jpg

blendFunc filter

depthWrite

map textures/supersoldier/ugly_green.jpg

blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA

alphagen portal 256

rgbGen identityLighting

map textures/supersoldier/security_monitor.tga

blendfunc blend

textures/supersoldier/dead_monitor

qer_editorimage textures/supersoldier/security_monitor.tga

q3map_surfacelight 350

// surfaceparm nolightmap

map textures/supersoldier/ugly_green.jpg

rgbgen identity

map textures/supersoldier/static.tga

tcmod rotate 180

blendfunc filter

map textures/supersoldier/static.tga

tcmod scroll -2 -2

blendfunc add

map textures/supersoldier/security_monitor.tga

blendfunc blend

map $lightmap

blendfunc gl_dst_color gl_zero

rgbGen identity

textures/supersoldier/stoplight_red

qer_editorimage textures/supersoldier/streetlight_red.tga

surfaceparm nolightmap

map textures/supersoldier/streetlight_red.tga

rgbgen identity

textures/supersoldier/stoplight_red_dim

qer_editorimage textures/supersoldier/streetlight_red.tga

map textures/supersoldier/streetlight_red.tga

rgbgen identity

map $lightmap

blendfunc filter

rgbgen identity

textures/supersoldier/stoplight_green

qer_editorimage textures/supersoldier/streetlight_green.tga

surfaceparm nolightmap

map textures/supersoldier/streetlight_green.tga

rgbgen identity

textures/supersoldier/stoplight_green_dim

qer_editorimage textures/supersoldier/streetlight_green.tga

map textures/supersoldier/streetlight_green.tga

rgbgen identity

map $lightmap

blendfunc filter

rgbgen identity

textures/supersoldier/stoplight_yellow

qer_editorimage textures/supersoldier/streetlight_yellow.tga

surfaceparm nolightmap

map textures/supersoldier/streetlight_yellow.tga

rgbgen identity

textures/supersoldier/stoplight_yellow_dim

qer_editorimage textures/supersoldier/streetlight_yellow.tga

map textures/supersoldier/streetlight_yellow.tga

rgbgen identity

map $lightmap

blendfunc filter

rgbgen identity

textures/supersoldier/blue_water1

qer_editorimage textures/supersoldier/blue_water1.tga

surfaceparm water

qer_nocarve

qer_trans 0.3

surfaceparm noimpact

cull none

map textures/supersoldier/blue_water1.tga

blendfunc add

tcmod turb 0 1 0 .1

textures/supersoldier/white_light_bright

qer_editorimage textures/supersoldier/white_light.jpg

q3map_surfacelight 5000

surfaceparm noimpact

surfaceparm nomarks

surfaceparm nolightmap

map $lightmap

rgbGen identity

map textures/supersoldier/white_light.jpg

rgbGen identity

textures/supersoldier/duck_noimpact

qer_editorimage textures/common/nolightmap.tga

surfaceparm nodamage

surfaceparm noimpact

surfaceparm playerclip

surfaceparm trans

surfaceparm nonsolid

textures/supersoldier/doom_glass

qer_editorimage textures/supersoldier/duck_skybuildingtop1.tga

surfaceparm nodamage

surfaceparm trans

surfaceparm alphashadow

qer_trans 0.7

map textures/supersoldier/duck_skybuildingtop1.tga

blendfunc gl_src_color gl_src_color

map $lightmap

blendfunc gl_dst_color gl_src_color

textures/supersoldier/doom_glass2

qer_editorimage textures/supersoldier/duck_skybuildingtop1.tga

surfaceparm nodamage

surfaceparm trans

surfaceparm alphashadow

qer_trans 0.8

map textures/supersoldier/duck_skybuildingtop1.tga

blendfunc add

map $lightmap

blendfunc filter

textures/supersoldier/asphalt

qer_editorimage textures/supersoldier/asphalt1.jpg

map textures/supersoldier/asphalt1.jpg

map $lightmap

blendfunc filter

textures/supersoldier/buldembassytower

qer_editorimage textures/supersoldier/buldembassytower1.jpg

map textures/supersoldier/buldembassytower1.jpg

map $lightmap

blendfunc gl_dst_color gl_src_color

textures/supersoldier/building2_tex

qer_editorimage textures/supersoldier/building2_tex1.tga

map textures/supersoldier/building2_tex1.tga

map $lightmap

blendfunc gl_dst_color gl_src_color

textures/supersoldier/doom_glass_notrans

qer_editorimage textures/supersoldier/duck_skybuildingtop1.tga

map textures/supersoldier/duck_skybuildingtop1.tga

map $lightmap

blendfunc gl_dst_color gl_src_color

// waves removed

// REGLOW SHADER

// Apply me to brush face! Reglow_assist shader handles the reverse surface.

textures/supersoldier/supersoldier_water_reglow

qer_editorimage textures/supersoldier/blue_water1.tga

qer_trans 0.5

surfaceparm trans

q3map_cloneshader textures/supersoldier/supersoldier_water_reglow_assist

map textures/supersoldier/blue_water1b.tga

tcMod scroll 0.01 0.1

blendfunc filter

map textures/supersoldier/blue_water1c.tga

tcMod turb 0 0.1 0.05 0.05

blendfunc filter

map textures/supersoldier/water_clouds.jpg

tcmod scroll .001 .005

tcgen environment

blendfunc add

map $lightmap

blendfunc filter

// I reverse to become the inverted face. Go reglow! -wily_duck

textures/supersoldier/supersoldier_water_reglow_assist

surfaceparm nolightmap

surfaceparm nomarks

surfaceparm nonsolid

surfaceparm trans

q3map_lightimage textures/supersoldier/blue_water1b.tga

q3map_surfacelight 1000

q3map_invert

map textures/supersoldier/blue_water1b.tga

tcMod scroll 0.01 0.1

blendfunc gl_dst_color gl_src_color

map textures/supersoldier/blue_water1b.tga

tcMod turb 0 0.5 0.05 0.05

blendfunc add

map $lightmap

blendfunc filter

// waves

textures/supersoldier/supersoldier_water_reglow2

qer_editorimage textures/supersoldier/blue_water1.tga

qer_trans 0.5

surfaceparm trans

q3map_cloneshader textures/supersoldier/supersoldier_water_reglow_assist2

deformvertexes wave 1024 sin 0 1 0 .75

tesssize 1024

map textures/supersoldier/blue_water1b.tga

tcgen environment

tcMod scroll 0.01 0.1

blendfunc add

map textures/supersoldier/blue_water1c.tga

tcMod turb 0 0.1 0.05 0.05

blendfunc filter

map textures/supersoldier/water_clouds.jpg

tcgen environment

tcmod scroll .001 .005

blendfunc add

map $lightmap

blendfunc filter

// waves

textures/supersoldier/supersoldier_water_reglow_assist2

surfaceparm nolightmap

surfaceparm nomarks

surfaceparm nonsolid

surfaceparm trans

q3map_lightimage textures/supersoldier/blue_water1b.tga

q3map_surfacelight 1000

q3map_invert

map textures/supersoldier/blue_water1b.tga

tcMod scroll 0.01 0.1

blendfunc filter

map textures/supersoldier/blue_water1c.tga

tcMod turb 0 0.1 0.05 0.05

blendfunc filter

map textures/supersoldier/water_clouds.jpg

tcgen environment

tcmod scale 4 4

tcmod scroll .001 .005

blendfunc add

map $lightmap

blendfunc filter

textures/supersoldier/yellow_streetbox

qer_editorimage textures/supersoldier/streetlight_box.tga

cull none

map textures/supersoldier/streetlight_box.tga

rgbgen identity

map $lightmap

blendfunc filter

textures/supersoldier/sign_mainst

qer_editorimage textures/supersoldier/mainst1.jpg

surfaceparm nolightmap

map textures/supersoldier/mainst1.jpg

textures/supersoldier/sign_irwinave

qer_editorimage textures/supersoldier/irwinave1.jpg

surfaceparm nolightmap

map textures/supersoldier/irwinave1.jpg

textures/supersoldier/sign_smithst

qer_editorimage textures/supersoldier/smithst1.jpg

surfaceparm nolightmap

map textures/supersoldier/smithst1.jpg

textures/supersoldier/sign_andersonave

qer_editorimage textures/supersoldier/andersonave1.jpg

surfaceparm nolightmap

map textures/supersoldier/andersonave1.jpg

textures/supersoldier/duckpond_poster

qer_editorimage textures/supersoldier/wily_duck_ad.tga

surfaceparm nolightmap

surfaceparm nomarks

// nomipmap

map textures/supersoldier/wily_duck_ad.tga

textures/supersoldier/blue_water1

qer_editorimage textures/supersoldier/blue_water1.tga

surfaceparm water

qer_nocarve

qer_trans 0.3

surfaceparm noimpact

cull none

map textures/supersoldier/blue_water1.tga

blendfunc add

tcmod turb 0 1 0 .1

textures/supersoldier/white_light

qer_editorimage textures/supersoldier/white_light.jpg

q3map_surfacelight 5000

surfaceparm noimpact

surfaceparm nomarks

surfaceparm nolightmap

map $lightmap

rgbGen identity

map textures/supersoldier/white_light.jpg

rgbGen identity

textures/supersoldier/funmap_watercaulk

qer_trans 0.25

qer_editorimage textures/urban_terror/watercaulk.tga

surfaceparm nodraw

surfaceparm nolightmap

surfaceparm nonsolid

surfaceparm trans

surfaceparm nomarks

surfaceparm water

surfaceparm nocarve

textures/supersoldier/metalfence

qer_trans 0.70

qer_editorimage textures/supersoldier/fence.tga

surfaceparm trans

cull none

map textures/supersoldier/fence.tga

alphafunc ge128

map $lightmap

blendfunc gl_dst_color gl_src_color

models/mapobjects/defcon_tree/tree2

qer_trans 0.70

qer_editorimage models/mapobjects/defcon_tree/tree2.tga

cull none

map models/mapobjects/defcon_tree/tree2.tga

alphafunc ge128

map $lightmap

blendfunc gl_dst_color gl_zero

textures/supersoldier/brushmetal_under

qer_editorimage textures/supersoldier/diagbrushmetal2.tga

// surfaceparm nolightmap

map textures/supersoldier/diagbrushmetal2.tga

map $lightmap

blendfunc filter

textures/supersoldier/brushmetal_over

qer_editorimage textures/supersoldier/diagbrushmetal2.tga

surfaceparm trans

map textures/supersoldier/diagbrushmetal2.tga

blendfunc gl_dst_color gl_dst_color

map textures/supersoldier/cow_marble.tga

tcGen environment

blendfunc gl_dst_color gl_zero

map $lightmap

blendfunc gl_dst_color gl_zero


File structure


scripts
    ↳ supersoldier_alpha02.shader
    ↳ supersoldier_alpha02.arena
sound
levelshots
    ↳ supersoldier_alpha02.jpg
env
    ↳ supersoldier
    ↳ supersoldier/daysky_dn.jpg
    ↳ supersoldier/daysky_bk.jpg
    ↳ supersoldier/daysky_up.jpg
    ↳ supersoldier/daysky_lf.jpg
    ↳ supersoldier/daysky_ft.jpg
    ↳ supersoldier/daysky_rt.jpg
maps
    ↳ supersoldier_alpha02.bsp
    ↳ supersoldier_alpha02.TGA
models
    ↳ mapobjects
    ↳ mapobjects/luggagecart
    ↳ mapobjects/luggagecart/metal2.jpg
    ↳ mapobjects/luggagecart/wheel1.jpg
    ↳ mapobjects/luggagecart/Thumbs.db
    ↳ mapobjects/luggagecart/luggagecart.md3
    ↳ mapobjects/luggagecart/wood2.JPG
    ↳ mapobjects/luggagecart/luggagecart.qc
    ↳ mapobjects/jeepwrangler
    ↳ mapobjects/jeepwrangler/jeep.ms3d
    ↳ mapobjects/jeepwrangler/jeep.md3
    ↳ mapobjects/jeepwrangler/jeep.qc
    ↳ mapobjects/jeepwrangler/jeep.jpg
    ↳ mapobjects/vw_van
    ↳ mapobjects/vw_van/vw_van.md3
    ↳ mapobjects/vw_van/readme.txt
    ↳ mapobjects/vw_van/vw_van.jpg
    ↳ mapobjects/vw_van/vw_van.qc
    ↳ mapobjects/volvo_xc
    ↳ mapobjects/volvo_xc/readme.txt
    ↳ mapobjects/volvo_xc/volvo_xc.jpg
    ↳ mapobjects/volvo_xc/volvo_xc.md3
    ↳ mapobjects/volvo_xc/volvo_xc.qc
    ↳ mapobjects/cleaning
    ↳ mapobjects/cleaning/mopbucket.qc
    ↳ mapobjects/cleaning/broom1.md3
    ↳ mapobjects/cleaning/cart1.md3
    ↳ mapobjects/cleaning/cart1.qc
    ↳ mapobjects/cleaning/cleaner2.md3
    ↳ mapobjects/cleaning/cleaner4.md3
    ↳ mapobjects/cleaning/cleaner1.qc
    ↳ mapobjects/cleaning/dustpan1.md3
    ↳ mapobjects/cleaning/cleaner2.qc
    ↳ mapobjects/cleaning/broom2.md3
    ↳ mapobjects/cleaning/mop.md3
    ↳ mapobjects/cleaning/cleaner4.qc
    ↳ mapobjects/cleaning/Thumbs.db
    ↳ mapobjects/cleaning/broom3.qc
    ↳ mapobjects/cleaning/broom3.md3
    ↳ mapobjects/cleaning/mop.qc
    ↳ mapobjects/cleaning/cautionsign.qc
    ↳ mapobjects/cleaning/dustpan2.md3
    ↳ mapobjects/cleaning/broom2.qc
    ↳ mapobjects/cleaning/mopbucket.md3
    ↳ mapobjects/cleaning/broom4.md3
    ↳ mapobjects/cleaning/dustpan2.qc
    ↳ mapobjects/cleaning/cleaningskin.jpg
    ↳ mapobjects/cleaning/broom4.qc
    ↳ mapobjects/cleaning/cleaner1.md3
    ↳ mapobjects/cleaning/cautionsign.md3
    ↳ mapobjects/cleaning/dustpan1.qc
    ↳ mapobjects/cleaning/cleaner3.qc
    ↳ mapobjects/cleaning/cleaner3.md3
    ↳ mapobjects/cleaning/broom1.qc
    ↳ mapobjects/hometheatre
    ↳ mapobjects/hometheatre/dvd1.qc
    ↳ mapobjects/hometheatre/center.md3
    ↳ mapobjects/hometheatre/vcr1.md3
    ↳ mapobjects/hometheatre/dvd2.qc
    ↳ mapobjects/hometheatre/speaker4.qc
    ↳ mapobjects/hometheatre/tv1.jpg
    ↳ mapobjects/hometheatre/speaker1.qc
    ↳ mapobjects/hometheatre/center.qc
    ↳ mapobjects/hometheatre/reciever.qc
    ↳ mapobjects/hometheatre/speaker3.md3
    ↳ mapobjects/hometheatre/vcr1.qc
    ↳ mapobjects/hometheatre/dvd2.md3
    ↳ mapobjects/hometheatre/components.jpg
    ↳ mapobjects/hometheatre/sub.qc
    ↳ mapobjects/hometheatre/speaker2.md3
    ↳ mapobjects/hometheatre/remote2.qc
    ↳ mapobjects/hometheatre/speaker4.md3
    ↳ mapobjects/hometheatre/cd1.md3
    ↳ mapobjects/hometheatre/speaker3.qc
    ↳ mapobjects/hometheatre/cd1.qc
    ↳ mapobjects/hometheatre/reciever.md3
    ↳ mapobjects/hometheatre/remote1.md3
    ↳ mapobjects/hometheatre/tv1.md3
    ↳ mapobjects/hometheatre/dvd1.md3
    ↳ mapobjects/hometheatre/speaker1.md3
    ↳ mapobjects/hometheatre/tv1.qc
    ↳ mapobjects/hometheatre/speaker2.qc
    ↳ mapobjects/hometheatre/remote1.qc
    ↳ mapobjects/hometheatre/remote2.md3
    ↳ mapobjects/hometheatre/sub.md3
    ↳ mapobjects/garbagecans
    ↳ mapobjects/garbagecans/can4.qc
    ↳ mapobjects/garbagecans/can3.md3
    ↳ mapobjects/garbagecans/can2.md3
    ↳ mapobjects/garbagecans/readme.txt
    ↳ mapobjects/garbagecans/can3.qc
    ↳ mapobjects/garbagecans/bag5.md3
    ↳ mapobjects/garbagecans/can2.qc
    ↳ mapobjects/garbagecans/can1.jpg
    ↳ mapobjects/garbagecans/bag4.md3
    ↳ mapobjects/garbagecans/bag1.qc
    ↳ mapobjects/garbagecans/can1.md3
    ↳ mapobjects/garbagecans/bag2.md3
    ↳ mapobjects/garbagecans/bag5.qc
    ↳ mapobjects/garbagecans/bag3.qc
    ↳ mapobjects/garbagecans/bag4.qc
    ↳ mapobjects/garbagecans/bag3.md3
    ↳ mapobjects/garbagecans/bag1.md3
    ↳ mapobjects/garbagecans/can1.qc
    ↳ mapobjects/garbagecans/can4.md3
    ↳ mapobjects/garbagecans/bag2.qc
    ↳ mapobjects/aamjs_mod
    ↳ mapobjects/aamjs_mod/chairrestaurant04.md3
    ↳ mapobjects/aamjs_mod/chairrestaurant02.md3
    ↳ mapobjects/aamjs_mod/sofadd01.MD3
    ↳ mapobjects/aamjs_mod/chairrestaurant02.jpg
    ↳ mapobjects/aamjs_mod/sofadd01.jpg
    ↳ mapobjects/lt1_computers
    ↳ mapobjects/lt1_computers/lcd3.ASE
    ↳ mapobjects/lt1_computers/crt4.ASE
    ↳ mapobjects/lt1_computers/crt3.ASE
    ↳ mapobjects/lt1_computers/mice3.ASE
    ↳ mapobjects/lt1_computers/greenpc.ASE
    ↳ mapobjects/lt1_computers/pcscreens.jpg
    ↳ mapobjects/lt1_computers/laserprinter.jpg
    ↳ mapobjects/lt1_computers/mousepad5.ASE
    ↳ mapobjects/lt1_computers/laptopscreen.jpg
    ↳ mapobjects/lt1_computers/silverpc.jpg
    ↳ mapobjects/lt1_computers/mousepad7.ASE
    ↳ mapobjects/lt1_computers/speaker1.ASE
    ↳ mapobjects/lt1_computers/sub.ASE
    ↳ mapobjects/lt1_computers/keyboard1.ASE
    ↳ mapobjects/lt1_computers/readme.txt
    ↳ mapobjects/lt1_computers/blacklaptop.jpg
    ↳ mapobjects/lt1_computers/lcd.ASE
    ↳ mapobjects/lt1_computers/silverpc.ASE
    ↳ mapobjects/lt1_computers/inkprinter.jpg
    ↳ mapobjects/lt1_computers/keyboard2.ASE
    ↳ mapobjects/lt1_computers/crt.ASE
    ↳ mapobjects/lt1_computers/inkprinter.ASE
    ↳ mapobjects/lt1_computers/monitor.jpg
    ↳ mapobjects/lt1_computers/greenpc.jpg
    ↳ mapobjects/lt1_computers/lcd2.ASE
    ↳ mapobjects/lt1_computers/lcd4.ASE
    ↳ mapobjects/lt1_computers/mousepad2.ASE
    ↳ mapobjects/lt1_computers/blackpc.jpg
    ↳ mapobjects/lt1_computers/mousepad6.ASE
    ↳ mapobjects/lt1_computers/crt2.ASE
    ↳ mapobjects/lt1_computers/mice1.ASE
    ↳ mapobjects/lt1_computers/scanner.jpg
    ↳ mapobjects/lt1_computers/mice.jpg
    ↳ mapobjects/lt1_computers/mouse1.jpg
    ↳ mapobjects/lt1_computers/mice4.ASE
    ↳ mapobjects/lt1_computers/speakers.jpg
    ↳ mapobjects/lt1_computers/blacklaptop.ASE
    ↳ mapobjects/lt1_computers/mousepad1.ASE
    ↳ mapobjects/lt1_computers/speaker2.ASE
    ↳ mapobjects/lt1_computers/mice2.ASE
    ↳ mapobjects/lt1_computers/mousepad4.ASE
    ↳ mapobjects/lt1_computers/mousepad3.ASE
    ↳ mapobjects/lt1_computers/scanner.ASE
    ↳ mapobjects/lt1_computers/mousepads.jpg
    ↳ mapobjects/lt1_computers/laserprinter.ASE
    ↳ mapobjects/lt1_computers/blackpc.ASE
    ↳ mapobjects/bench
    ↳ mapobjects/bench/bench.qc
    ↳ mapobjects/bench/benchskin.jpg
    ↳ mapobjects/bench/bench.md3
    ↳ mapobjects/cardboardboxes
    ↳ mapobjects/cardboardboxes/box1.qc
    ↳ mapobjects/cardboardboxes/box1.md3
    ↳ mapobjects/cardboardboxes/readme.txt
    ↳ mapobjects/cardboardboxes/box4.qc
    ↳ mapobjects/cardboardboxes/box2.jpg
    ↳ mapobjects/cardboardboxes/box4.jpg
    ↳ mapobjects/cardboardboxes/box4.md3
    ↳ mapobjects/cardboardboxes/box3.jpg
    ↳ mapobjects/cardboardboxes/box3.md3
    ↳ mapobjects/cardboardboxes/box3.qc
    ↳ mapobjects/cardboardboxes/box2.md3
    ↳ mapobjects/cardboardboxes/box2.qc
    ↳ mapobjects/cardboardboxes/box1.jpg
    ↳ mapobjects/laptop_01
    ↳ mapobjects/laptop_01/laptop_01_closed.md3
    ↳ mapobjects/laptop_01/laptop_01_closed.qc
    ↳ mapobjects/laptop_01/laptop_01_open.md3
    ↳ mapobjects/laptop_01/laptop_01_open.qc
    ↳ mapobjects/laptop_01/readme.txt
    ↳ mapobjects/laptop_01/laptop_01_alt.jpg
    ↳ mapobjects/laptop_01/laptop_01.jpg
    ↳ mapobjects/defcon_tree
    ↳ mapobjects/defcon_tree/small2.md3
    ↳ mapobjects/defcon_tree/small4.md3
    ↳ mapobjects/defcon_tree/tree1.md3
    ↳ mapobjects/defcon_tree/tree4.tga
    ↳ mapobjects/defcon_tree/tree.tga
    ↳ mapobjects/defcon_tree/tree3.md3
    ↳ mapobjects/defcon_tree/stamm.jpg
    ↳ mapobjects/defcon_tree/tree2.md3
    ↳ mapobjects/defcon_tree/small1.md3
    ↳ mapobjects/defcon_tree/small3.md3
    ↳ mapobjects/defcon_tree/tree4.md3
    ↳ mapobjects/defcon_tree/tree3.tga
    ↳ mapobjects/defcon_tree/tree2.tga
    ↳ mapobjects/streetpack
    ↳ mapobjects/streetpack/cone.md3
    ↳ mapobjects/streetpack/street1.jpg
    ↳ mapobjects/streetpack/newsstand.qc
    ↳ mapobjects/streetpack/barrell.qc
    ↳ mapobjects/streetpack/cone.qc
    ↳ mapobjects/streetpack/stoplight.jpg
    ↳ mapobjects/streetpack/newsstand.md3
    ↳ mapobjects/streetpack/streetlight.qc
    ↳ mapobjects/streetpack/hydrant.qc
    ↳ mapobjects/streetpack/hazzard1.md3
    ↳ mapobjects/streetpack/hydrant.jpg
    ↳ mapobjects/streetpack/streetlight.md3
    ↳ mapobjects/streetpack/hydrant.md3
    ↳ mapobjects/streetpack/newsstand.jpg
    ↳ mapobjects/streetpack/usmailbox.qc
    ↳ mapobjects/streetpack/hazzard1.qc
    ↳ mapobjects/streetpack/barrell.md3
    ↳ mapobjects/streetpack/usmailbox.jpg
    ↳ mapobjects/streetpack/usmailbox.md3
    ↳ mapobjects/ut-trash
    ↳ mapobjects/ut-trash/bottle4.md3
    ↳ mapobjects/ut-trash/trashcan.jpg
    ↳ mapobjects/ut-trash/bottle1.jpg
    ↳ mapobjects/ut-trash/README!.txt
    ↳ mapobjects/ut-trash/can2.jpg
    ↳ mapobjects/ut-trash/can1.jpg
    ↳ mapobjects/ut-trash/bottle3.md3
    ↳ mapobjects/ut-trash/bottle2.jpg
    ↳ mapobjects/ut-trash/bottle1.md3
    ↳ mapobjects/ut-trash/bottle2.md3
    ↳ mapobjects/ut-trash/trashcan.md3
    ↳ mapobjects/trashbin_02
    ↳ mapobjects/trashbin_02/trashbin_02.md3
    ↳ mapobjects/trashbin_02/readme.txt
    ↳ mapobjects/trashbin_02/trashbin_02.jpg
    ↳ mapobjects/trashbin_02/trashbin_02.qc
    ↳ mapobjects/concrete_devide
    ↳ mapobjects/concrete_devide/concretered.md3
    ↳ mapobjects/concrete_devide/concrete4.qc
    ↳ mapobjects/concrete_devide/concrete3.qc
    ↳ mapobjects/concrete_devide/concrete3.jpg
    ↳ mapobjects/concrete_devide/concrete2.md3
    ↳ mapobjects/concrete_devide/concrete4.md3
    ↳ mapobjects/concrete_devide/concretered.qc
    ↳ mapobjects/concrete_devide/concreteblue.jpg
    ↳ mapobjects/concrete_devide/concrete4.jpg
    ↳ mapobjects/concrete_devide/concretered.jpg
    ↳ mapobjects/concrete_devide/concrete1.md3
    ↳ mapobjects/concrete_devide/concrete1.jpg
    ↳ mapobjects/concrete_devide/concrete2.qc
    ↳ mapobjects/concrete_devide/concreteblue.qc
    ↳ mapobjects/concrete_devide/concreteblue.md3
    ↳ mapobjects/concrete_devide/concrete1.qc
    ↳ mapobjects/concrete_devide/concrete2.jpg
    ↳ mapobjects/concrete_devide/concrete3.md3
    ↳ mapobjects/boxtruck
    ↳ mapobjects/boxtruck/cabback.jpg
    ↳ mapobjects/boxtruck/hottliipztruckopen.qc
    ↳ mapobjects/boxtruck/mudflap.jpg
    ↳ mapobjects/boxtruck/justpushplayclosed.md3
    ↳ mapobjects/boxtruck/toktruckclosed.qc
    ↳ mapobjects/boxtruck/toktruckopen.qc
    ↳ mapobjects/boxtruck/box.jpg
    ↳ mapobjects/boxtruck/sides.jpg
    ↳ mapobjects/boxtruck/side2.jpg
    ↳ mapobjects/boxtruck/bumper.jpg
    ↳ mapobjects/boxtruck/side1.jpg
    ↳ mapobjects/boxtruck/tiretread.jpg
    ↳ mapobjects/boxtruck/tailights1.tga
    ↳ mapobjects/boxtruck/gray.jpg
    ↳ mapobjects/boxtruck/justpushplayopen.md3
    ↳ mapobjects/boxtruck/wood.JPG
    ↳ mapobjects/boxtruck/hottlipztruckclosed.md3
    ↳ mapobjects/boxtruck/tire.jpg
    ↳ mapobjects/boxtruck/justpushplayclosed.qc
    ↳ mapobjects/boxtruck/hottliipztruckopen.md3
    ↳ mapobjects/boxtruck/justpushplayopen.qc
    ↳ mapobjects/boxtruck/gray2.jpg
    ↳ mapobjects/boxtruck/toktruckopen.md3
    ↳ mapobjects/boxtruck/hottlipztruck.jpg
    ↳ mapobjects/boxtruck/tank.jpg
    ↳ mapobjects/boxtruck/truck.md3
    ↳ mapobjects/boxtruck/toktruck.jpg
    ↳ mapobjects/boxtruck/toktruckclosed.md3
    ↳ mapobjects/boxtruck/front.jpg
    ↳ mapobjects/boxtruck/boxtruckskin.jpg
    ↳ mapobjects/boxtruck/filter.jpg
    ↳ mapobjects/boxtruck/black.jpg
    ↳ mapobjects/boxtruck/hottlipztruckclosed.qc
    ↳ mapobjects/boxtruck/grill.jpg
    ↳ mapobjects/trash
    ↳ mapobjects/trash/trash1.qc
    ↳ mapobjects/trash/trash2.md3
    ↳ mapobjects/trash/trash4.md3
    ↳ mapobjects/trash/can_01_alt.jpg
    ↳ mapobjects/trash/dumpster2.md3
    ↳ mapobjects/trash/trashskin.jpg
    ↳ mapobjects/trash/dumpster1.md3
    ↳ mapobjects/trash/dumpster1.qc
    ↳ mapobjects/trash/trash2.qc
    ↳ mapobjects/trash/trash4.qc
    ↳ mapobjects/trash/newspaper_01.jpg
    ↳ mapobjects/trash/trash3.md3
    ↳ mapobjects/trash/dumpster2.qc
    ↳ mapobjects/trash/trash3.qc
    ↳ mapobjects/trash/can_01.jpg
    ↳ mapobjects/trash/trash1.md3
    ↳ mapobjects/camera_01
    ↳ mapobjects/camera_01/camera_01.md3
    ↳ mapobjects/camera_01/camera_01.jpg
    ↳ mapobjects/camera_01/readme.txt
    ↳ mapobjects/camera_01/camera_01.qc
    ↳ mapobjects/chevelle
    ↳ mapobjects/chevelle/safetyglass.tga
    ↳ mapobjects/chevelle/chevelle_lowrider.jpg
    ↳ mapobjects/chevelle/chevelle_lowrider.md3
/readme.txt
textures
    ↳ realworld_light
    ↳ realworld_light/incand.tga
    ↳ realworld_light/mercury.tga
    ↳ realworld_light/lightinc.jpg
    ↳ realworld_light/RealWorld.gif
    ↳ realworld_light/flouresc.tga
    ↳ realworld_light/lightflo.jpg
    ↳ realworld_light/lighthal.jpg
    ↳ realworld_light/lightsod.jpg
    ↳ realworld_light/halide.tga
    ↳ realworld_light/sodium.tga
    ↳ realworld_light/lightmerc.jpg
    ↳ realworld_light/RealWorld_readme.txt
    ↳ dan
    ↳ dan/stone12.jpg
    ↳ dan/WOOD36.jpg
    ↳ photorealistic_concrete
    ↳ photorealistic_concrete/concrete057.jpg
    ↳ photorealistic_wood
    ↳ photorealistic_wood/wood093.jpg
    ↳ photorealistic_wood/wood078.jpg
    ↳ photorealistic_wood/wood091.jpg
    ↳ photorealistic_metal
    ↳ photorealistic_metal/metal077.jpg
    ↳ supersoldier
    ↳ supersoldier/marble39.tga
    ↳ supersoldier/smithst1.jpg
    ↳ supersoldier/stone12.jpg
    ↳ supersoldier/road12c.jpg
    ↳ supersoldier/roof1.jpg
    ↳ supersoldier/building1_tex.tga
    ↳ supersoldier/wily_duck_ad.tga
    ↳ supersoldier/asphalt1.jpg
    ↳ supersoldier/marble18.tga
    ↳ supersoldier/building2_tex.tga
    ↳ supersoldier/glassblock08.jpg
    ↳ supersoldier/exec_door.tga
    ↳ supersoldier/static.tga
    ↳ supersoldier/road13b2.tga
    ↳ supersoldier/streetlight_yellow.tga
    ↳ supersoldier/water_clouds.jpg
    ↳ supersoldier/fs_comp_box_side.jpg
    ↳ supersoldier/duck_green_arrow.tga
    ↳ supersoldier/buldembassyfront.jpg
    ↳ supersoldier/andersonave1.jpg
    ↳ supersoldier/espanol_wall.jpg
    ↳ supersoldier/whitemetal.jpg
    ↳ supersoldier/sn_wall16.jpg
    ↳ supersoldier/aerhcrete05_seam02_bump01_varied03.tga
    ↳ supersoldier/exec_door3.tga
    ↳ supersoldier/towerwall08.jpg
    ↳ supersoldier/topsecret.tga
    ↳ supersoldier/crude_warn.jpg
    ↳ supersoldier/stone2.jpg
    ↳ supersoldier/duck_asphalt2.jpg
    ↳ supersoldier/irwinave1.jpg
    ↳ supersoldier/08_parchment.tga
    ↳ supersoldier/whitemetal3.jpg
    ↳ supersoldier/deskwood-tex2.jpg
    ↳ supersoldier/wood36.jpg
    ↳ supersoldier/hiehriselarge.jpg
    ↳ supersoldier/door03.jpg
    ↳ supersoldier/road14.tga
    ↳ supersoldier/flowingwater.jpg
    ↳ supersoldier/newspaper.tga
    ↳ supersoldier/roughrock.jpg
    ↳ supersoldier/18_i_white.jpg
    ↳ supersoldier/fs_comp_keyboard.jpg
    ↳ supersoldier/blue_water1b.tga
    ↳ supersoldier/duck_asphalt.jpg
    ↳ supersoldier/streetlight_green.tga
    ↳ supersoldier/towerwall03.jpg
    ↳ supersoldier/tower_noimpactbricks1.jpg
    ↳ supersoldier/floor065.jpg
    ↳ supersoldier/blue_water1.tga
    ↳ supersoldier/road13-2.tga
    ↳ supersoldier/motionwater.jpg
    ↳ supersoldier/duck_skybuildingtop1.tga
    ↳ supersoldier/towerwall07.jpg
    ↳ supersoldier/hiehriselarge2.jpg
    ↳ supersoldier/streetlight_red.tga
    ↳ supersoldier/duck_pool2.jpg
    ↳ supersoldier/road11.jpg
    ↳ supersoldier/wcow_tile01.jpg
    ↳ supersoldier/blue_water1c.tga
    ↳ supersoldier/buldembassytower1.jpg
    ↳ supersoldier/security_monitor.tga
    ↳ supersoldier/b_cow_vents3.jpg
    ↳ supersoldier/window_glare.jpg
    ↳ supersoldier/building2_tex1.tga
    ↳ supersoldier/duck_asphalt3.jpg
    ↳ supersoldier/sn_brick2.jpg
    ↳ supersoldier/20_white0.jpg
    ↳ supersoldier/concrete057-wet.jpg
    ↳ supersoldier/mainst1.jpg
    ↳ supersoldier/exec_door4.tga
    ↳ supersoldier/ceiling_light1.tga
    ↳ supersoldier/ugly_green.jpg
    ↳ supersoldier/pondpublishing1.jpg
    ↳ supersoldier/towerwall04.jpg
    ↳ supersoldier/concrete_sidewalk.jpg
    ↳ supersoldier/diagbrushmetal.tga
    ↳ supersoldier/will_marble_floor.tga
    ↳ supersoldier/concrete060.jpg
    ↳ supersoldier/flr_cemtilesmll_drk.jpg
    ↳ supersoldier/ground018.jpg
    ↳ supersoldier/impendingdoom2.tga
    ↳ supersoldier/towerwall01.jpg
    ↳ supersoldier/white_light.jpg
    ↳ supersoldier/swirlmetal.jpg
    ↳ supersoldier/road11a.jpg
    ↳ supersoldier/towerwall09.jpg
    ↳ supersoldier/holemetal.tga
    ↳ supersoldier/concrete057-halfwet.jpg
    ↳ supersoldier/stone4.jpg
    ↳ supersoldier/streetlight_box.tga
    ↳ supersoldier/horizontalmetalbrush.tga
    ↳ supersoldier/marble22.tga
    ↳ supersoldier/duck_asphalt5.jpg
    ↳ supersoldier/scruffmetal.jpg
    ↳ supersoldier/buldembassytower.jpg
    ↳ supersoldier/sn_concrete3.jpg
    ↳ supersoldier/towerwall02.jpg
    ↳ supersoldier/road11b.jpg
    ↳ supersoldier/fence.tga
    ↳ supersoldier/darkmetal.jpg
    ↳ supersoldier/02_frost_white.tga
    ↳ supersoldier/graymetal.jpg
    ↳ supersoldier/duck_asphalt4.jpg
    ↳ supersoldier/dtsub_grass_chemlawn.jpg
    ↳ supersoldier/black_slick.jpg
    ↳ supersoldier/duck_asphalt_walk.tga
    ↳ supersoldier/detail-concrete-tiles.jpg
    ↳ supersoldier/paradoxsign1.jpg
    ↳ supersoldier/towerwall05.jpg
    ↳ supersoldier/golddoor.jpg
    ↳ supersoldier/exec_door2.tga
    ↳ supersoldier/cow_marble.jpg
    ↳ supersoldier/towerwall06.jpg
    ↳ supersoldier/concrete057.jpg
    ↳ supersoldier/impendingdoom1.jpg
    ↳ supersoldier/door57ba-b.jpg
    ↳ supersoldier/highwaysign1.jpg
    ↳ supersoldier/cow_small_brick3.jpg

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