* TJ_COMBAT_1BETA *


November 2006
Beta-version of tj_combat_1
Mapper: c0MBat (alias Xplod3)
Mapeditor: GtkRadiant 1.5.0
Textures: Id & 'PhotoRealistic Texture Pack'
Testers: StrayDog & Lucifer
The gyroscoop in room 'Slidez' was created by Ryu Hayabusa


# blocksize: 	5120
# brushes:	475
# entities:	256
# textures:	35
# sounds:	9



>>MAP CONTENT<<


# 9 trickjump rooms:

	1) S curve

	2) Slidez

	3) Corners

	4) Kinetic

	5) Crusher

	6) 26 Bent

	7) Strafe

	8) S curve 2

	9) Slidez 2


# 2 c0MBat-arena's:

	1) 30 seconds - 1 vs 1 - Air-to-air (...)

	2) no-timelimit - 1 vs 1 or more - Groundfight



>>MAP SETUP<<


> the first (upper) 4 rooms each unlock 1 lower room

> the 4 lower rooms together unlock a final room



>>SPECIAL FEATURES<<


# Shoot-teleporters #

Players gets teleported to rooms by shooting the teleporter-texture. At the same time the teleporters controll the access to the specific rooms as they need about 2 seconds to 'recharge'. The reason for this is that i want to prevent players from crushing eachother, but more important: i want to give the players some space and time to concentrate and do the jumps without getting blocked; I recommend players to try different rooms in staid of waiting to enter the same one, after all: there are 4 rooms open when the map starts! But the map is designed for at least 10 players.


# Kill-walls #

With moderation i put in some walls that will kill the player who shoots them. The only times you need to shoot is inside an arena or when entering a room! There's no skill in completing rooms when you get 'shot in the back'. But in the end i dont want to spend to much time and bytes on those who can only finish tjmaps by cheating.


# Script_mover rooms #

The map contains a room with 5 moving platforms (Kinetic) and a room with 5 moving crushers (Crusher); i used scripts for these and i believe it worked out pretty well. Room Kinetic was an idea i got from brickjump_final where it had just 3 moving plats that are in fact pretty easy to jump so i made it a bit harder. The ice-crusher is based on a room i saw while playing an ET-tjmap called Funpark2 (mapper: Ralmante_b). Probably the most crazy idea i ever saw using script_movers as crushers. But i found the original room quite easy so i made it longer and harder.

In case you are interested: i used speeds and waiting times in such a way that the seperate crushers dont move in phase with eachother, as many times a single crusher gets delayed a little when a players blocks it, so any rooms using crushers that would cross eachother in the middle for example each time they meet would get phased out as soon as a players delays one of the crushers. Probably creating 'gaps' that make the room a lot easier, or worse: make it impossible to finish!

I had to make a compromise at room Kinetic between speed of the movers, the time players need to wait before they can start the jump and the sidewards distance of the movers (going left and right) so i decided not to let the platform go all the way from the right side of the room to the left side, as you have to wait till the first platform is almost in the middle, there's a risk players would have to wait on eachother for too long. I believe you jump the fastest when you jump into the same direction of the platform you land on, wich makes sense.


# c0MBat-arena's #

The Start-room gives access to 2 different c0MBat-arena's.

The first one is a 1 vs 1 air-to-air fight that automatically ends after 30 seconds; the button that gives access is not a shoot-teleporter, it is the only 'press-button-teleporter' of the map. It is placed on the left side of room Start. Each player takes place on a rising platform, and the match can start by activating either one of them. It was not designed for more than 2 players!

The second one is an arena that can be used for more than 2 players, obviously the 'team' on the right side has an advantage, as their side is quite a bit darker, i just put a light above the mg42. The black wall doesn't just prevent the players from shooting eachother, it also hides the position of the attacker(s), so you dont know where the attacker is when it comes down. You need to use your respawn-shield to get inside the arena, and to stay close to the wall (in the center). Both arena's are sealed from the rest of room Start, but also allow a safe spectator-view.



								~ c0MBat ~
