________________________________________________________
|Achio Revised RECOMPILED FOR NS 1.04 (BRY NS1.04)	|
|							|
|Map author information:				|
|							|
|	Name: Martin "Kouji_San" Borgman		|
|	Location: The Netherlands, Hoogezand		|
|	Msn: kouji_82@hotmail.com			|
|	Email: martin.borgman@gmail.com			|
|_______________________________________________________|
Game type:	Classic
Layout:		Semi "horizontal" symmetrical: Hallways and some rooms would be
		slightly different due to being on different levels, it'll try to simulate 
		a true battleship layout.
Map class:	Serious
Size:		Large
Env_gamma:	1.6
Resnodecount:	12
- 3x Hive based resnode, bacterium lockdown
- 1x Weldable resnode
- 2x For Doubleres
- 6x Troughout map

IMPORTANT:

New gameplay element, Hive based resnode, bacterium lockdown:

It takes 16 runtime entities per resnode, this includes the lockdown feature, reset on round end and 2 team based testing loops. With it working, 
I'm still going to look into making is still function with less entities. however I'm not sure I can lower the amount used...

How it works:

At the start of a round all bacterium resnozzles are enabled, meaning they can be built on by both teams. However, the aliens have the ability to 
lock the marines out from using these resnodes by pressing a button located on the node.

For the marines to be able to build on these nodes once locked out, they have to push the same button. There will then be an electric bolt sound, 
making it seem the marines are running a current trough the button into the infestation. After 4 seconds the infestation locking down the resnode 
dies and releases the node after another 3 seconds. This is ilustrated by an animation (lowering of the infestation while reveiling more of the resnode). 
The marines are only able to disable the lockdown feature of the resnode. Only aliens are able to quickly disable and enable the resnodes. 
The gorge is able to build on locked and unlocked resnodes (a lucky bug I guess, which slipped in), it will in fact only have effect on the marines.

Notes:
The bacterium lockdown nozzles have a new icon and a modified infested skin texture. I have used a modified version of the aliennode sprite,
which will be displayed at the node in a similar fashion as a weldable (only not rendered trough walls). In addition to this they will also have an icon on the minimap.

When an alien resource tower is located on a locked node, it cannot be targeted by sieges or turrets. The marines first have to disable it to be able to siege 
it or let the turrets shoot at it. They are ofcourse still able to damage it with their own weapons.

Theres is also a possibility to disable the resnodes for the marines on roundstart. But I haven't done this, because I think it might be a little bit too unbalancing

New gameplay element, alien only trough the wall teleporter!

    A trough the wall teleported at Aft Engine. This is a glowing green crystal (func_button) on the wall which can be used every 5 seconds. It will only teleport aliens in a similar fashion
    as the Movement Chamber. On the wall the teleporter is indicated with a infestation sprite animation. Also on the minimap there is a hidden passage which indicates where
    the teleporter it's target is. I added this because there was a new siege location at the new hallway around back of Main Computer. And the larger aliens didn't have a feasible
    way of getting there to do something against it

New gameplay element, a weldable resnode

    This node can only be used by either team, once it has been welded.

Note:
This is the new and improved version of ns_achio_v1b2. This map is based on 
the old map, but other then that it's completely rebuilt from scratch.

Some of the layout location has roughly remained the same, lot's of the
old areas have also remained but have had a total style revision. Not only that, 
this map is smaller then the old version. Yet I've managed to get some new 
"never seen before" areas in Achio.

Ive tried even more to lay the emphasis on Achio being a huge battle ship with
the use of lots of exterior views. This map also has the 2 button door, which 
has to be opened either by two marines, two aliens or a smart gorge with its 
spit ball. However in this map this will open up a true double res, the one in 
the original Achio had only one resnode and one already accessible close by.

Anyway, I hope you enjoy this version of the map, also Im always in for 
feedback on the layout or other improvement/bugs I can fix.

Remember to have fun!

Achio revised development thread and links to the old version on the forum:
http://www.unknownworlds.com/forums/index.php?s=6402060270056947712&showtopic=91668

Instructions:
To install the map into your steam directory, just extract it 
in your "Steam\SteamApps\your-account\half-life\ns" directory. 
This is the ns directory for ns1.04, this map version does not work with ns3.x

Have fun \o/
- Kouji San

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Releaselist:
104a for ns1.04 (bry's steam version), based on v2b5 for ns3.2
Releasedate, Sept-06-2007

This map has been made compatible with Bry's ns 1.04 version. This map version does not work 
with ns3.x. You can download the v2bx versions to play Achio on ns3.x.

Chart:
Object names  Objects/Maxobjs  Memory / Maxmem  Fullness
------------  ---------------  ---------------  --------
models            145/400         9280/25600    (36.3)
planes          16446/32768     328920/655360   (50.2)
vertexes        31424/65535     377088/786420   (47.9)
nodes           16726/32767     401424/786408   (51.0)
texinfos        22069/32767     882760/1310680  (67.4)
faces           23556/65535     471120/1310700  (35.9)
clipnodes       32271/32767     258168/262136   (98.5)
leaves           8157/8192      228396/229376   (99.6)
marksurfaces    31215/65535      62430/131070   (47.6)
surfedges      107313/512000    429252/2048000  (21.0)
edges           56625/256000    226500/1024000  (22.1)
texdata          [variable]       8972/4194304  ( 0.2)
lightdata        [variable]    2403384/6291456  (38.2)
visdata          [variable]     386860/2097152  (18.4)
entdata          [variable]     161321/524288   (30.8)
128 textures referenced
=== Total BSP file data space used: 6635875 bytes ===

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