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

Stats


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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