mp_vergeldum3
//by:S.p.a.w.n.
//date:end of April 2002
Time spend on this , estimated:120+ hours (without testing and final compile)
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about me:
birthday: october the 1st
previous maps:mp_odfts
system:
PIII500mhz,320mbram@100mhz,Geforce,32mb
E-mail:corneelbaert@hotmail.com
real name:Corneel baert
location:Belgium,West Vlaanderen,Kortrijk,Harelbeke,Stasegem
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custom stuff: not much , i found good textures for the map in the game content so (i hope i won't get a 0on10 now for custom stuff in the mapping contest) 
background sound:achtergrond.wav :found it on my pc , don't know if i made it , but it was in a dir called d:/sound/achtergrond.wav
Rocked textures:made in Mspaint and Photo editor (i know , i don't have any better), in .jpeg format : base.jpeg,base2.jpeg,base3.jpeg,base4.jpeg
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Special thanx to:Nerve,Gray mater,id software,all the everhelping guys at tramdesign,Surface crew,planetpointy crew,the guys who made Gtkradiant,Fieshling(to set that "i want it..." geforce 3 as a price for a map contest that driven me in finishing this map,Grimreaper(www.planetunreal.com/ai),User',ariff,art,my parents (that day when they were drunk)bwuhaha


Stuff:

about performance:
It ain't tweaked to 100% because of deadline , but the highest peak is 22k (r_speeds), avrage about 10k to 15K which is acceptable (this is all checked with a fast vis, so it might be a bit lower in the final release)


Known unfixable bugs:
Texture on the down side of a pipe in the garage is'nt turned right (how much i turned it , it didn't changed)
Texture on the down side of a pipe in the lower left hall (same as the abouve bug)
The light in the launch room , is to bright. Even if i don't make a light entety in there , there is still a to high brightness.



 
