THE [D]YNASTY MAP PACK
Release date: November 3, 2003
Maintained by [D]humiliation (Victor Dods)

This archive contains 7 CTF + 1 DM maps for your gibbing pleasure.  There are no 
weapons, powerups or ammo boxes anywhere in these maps, as they were intended
for servers running mods (such as rail only, etc).  Screw baseq3, it was badly
designed.

The Dynasty Home Page : http://www.dynasty.owns.it

Dynasty Members:

Czar
Humiliation
ImpuLse
Incognito
D.Monika
Nutz
Pornstar
Sardius
Sexy
Soldier

map //////// author //// title /////////////////////////// plyrs / gametype
dynasty-ctf1 humiliation King Of The Mountain              2-16    CTF/TDM/FFA
dynasty-ctf2 humiliation Into The Fucking Pit!             2-10    CTF/TDM/FFA
dynasty-ctf3 humiliation Blood Bowl                        2-8     CTF/TDM/FFA
dynasty-ctf4 ImpuLse     Dueling Crack Houses              2-8     CTF/TDM/FFA
dynasty-ctf5 humiliation It's All In The Gravity           2-16    CTF/TDM/FFA
dynasty-ctf6 humiliation Altar Of Sacrifice                4-12    CTF/TDM/FFA
dynasty-ctf7 humiliation Skate... Or DIE!!                 2-8     CTF/TDM/FFA
dynasty-dm1  humiliation Sumo Wrestling, Humiliation Style 2-8     sumo/TDM/FFA

Notes:
Maps ctf1 and ctf5 are meant for rocket/rail.  Maps ctf5 and ctf7 are good with 
the addition of plasmagun for plasma climbing around on the skate ramps.  
The giant towers in ctf1 can be climbed up using both rocket jumps and 
plasma climbing.

Special notes:
ctf3, ctf5, ctf7 and dm1 all contain an original concept by [D]humiliation
(Victor Dods); slick curve patches.  This allows for skate-park-like arenas 
(something which I have never seen before in a FPS).  Unfortunately, there is a 
bug in the Quake3 engine which causes you to sometimes cease all motion while 
sliding on a curve (given certain conditions).  It took a lot of testing and 
work to get the curve patches in these maps to not stick most of the time.  
Anyway, slick Bezier patches -- you saw it here first at [D]YNASTY!

Other notes:
ctf7 (Sumo wrestling) is not a conventional gametype.  The appropriate gametype
is FFA, but you must set the g_knockback and railgun damage appropriately.  The 
idea behind this being that you use the railgun, gauntlet or other
weapons to boost your the others into the spikes surrounding the ring.  Players
who are inside the ring will receive 1 point every 2 seconds, so there is 
additional incentive to not get your body popped on the spikes.  Depending on
the number of players in the ring, the admin/ref should set an appropriate 
fraglimit (or timelimit).  TDM mode works for this as well.
  For FFA mode, set the g_knockback to 150000 and railgun_damage (OSP) to 1, 
so that you don't kill your enemies, but rather boost them backwards.  For TDM
and CTF modes, the standard g_knockback (1000) and railgun_damage of 450 works
well (and is about the same as the above settings for FFA).  Additionally, CTF 
is enabled, and the teams are segregated into players (red team) and spectators 
(blue team).  The flags are kept out of reach of players (which presents a
problem when trying to end the game).  CTF is enabled so that servers which run
map rotations with CTF only can still run this map without having to change
gametypes.  

Use dynasty-sumo.cfg to set the variables for sumo and start the map.

Still other notes:
Some of these maps are quite detailed, or use lots of Bezier patches, so
naturally they will run slower than other maps.  These days computers are
getting fast, so I'm not going to assume that people are still running a
P2 233Mhz or something like that.  If it runs slow on your system, too bad.

More notes:
I didn't include any bot navigation (.aas) files, because frankly they're a 
waste of space.  Plus they sure don't work very well on the advanced curve
maps.  The .aas file ends up being huge, and usually doesn't work anyway.  
And if it does work, the bots act like 7 year old retarded girls.

Map concepts for all maps by [D]humiliation (except ctf4 by [D]ImpuLse).
Many textures were taken/modified from baseq3 and the 3wave map packs.  Their
contributions are hereby acknowledged.

Author                  : [D]ImpuLse
Email Address           : impulse_2002@hotmail.com

Author                  : [D]humiliation (Victor Dods)
Email Address           : xuqrijbuh@hotmail.com

ImpuLse thanks: 
Humiliation for all his beta testing and teaching me how to use q3radiant ;)

Humiliation thanks:
Impulse and the rest of [D] for helping test out the maps.  I'd also like to 
send a shoutout to my boy Biotch (ex D).  For appropriate theme music, please
visit http://www.hacksawtothethroat.com

Also, thanks to Jeffrey R. Chaplin (aka CASE) for the gargoyle model in ctf4.

///////////////////////////////////////////////////////////////////////////////

Compile times.  All maps were compiled on a dual Athlon 1.4Ghz, running Linux.
The compiler was q3map version 2.3.38.  All maps except ctf1, ctf2 and ctf5 had 
a full vis stage, but all used adaptive supersampling using 4 samples per 
lightmap pixel. 

// dynasty-ctf1 ///////////////////////////////////////////////////////////////
    0 days, 1 hour, 20 minutes, 53 seconds
    (4853 seconds total)

// dynasty-ctf2 ///////////////////////////////////////////////////////////////
    0 days, 0 hours, 6 minutes, 45 seconds
    (405 seconds total)

// dynasty-ctf3 ///////////////////////////////////////////////////////////////
    0 days, 0 hours, 5 minutes, 5 seconds
    (305 seconds total)

// dynasty-ctf4 ///////////////////////////////////////////////////////////////
    0 days, 0 hours, 8 minutes, 50 seconds
    (530 seconds total)

// dynasty-ctf5 ///////////////////////////////////////////////////////////////
    0 days, 0 hours, 22 minutes, 33 seconds
    (1353 seconds total)

// dynasty-ctf6 ///////////////////////////////////////////////////////////////
    0 days, 1 hour, 14 minutes, 25 seconds
    (4465 seconds total)

// dynasty-ctf7 ///////////////////////////////////////////////////////////////
    0 days, 0 hours, 1 minute, 2 seconds
    (62 seconds total)

// dynasty-dm1 ////////////////////////////////////////////////////////////////
    0 days, 0 hours, 1 minute, 5 seconds
    (65 seconds total)

    