	
		NS_SURFACE

Current version: 	Final + Hullfile Fix
Map filename: 		ns_surface.bsp
Author:			Kid Quantum

Standard Natural Selection Map



Final Changes
-------------
-Fixed a bug where an alien going fade in the Control Station hive would warp
	through the floor and get trapped in a room below.
-Textured the ladders more clearly in Big Gun and Cavern hives.
-Compiled with NS hullfile.

2.2 Changes
-----------
-Filled the gap between the marine start ceiling and the ship roof with clip 
	brushes to prevent fades from blinking in there.
-Minor detail changes

2.1 Changes
-----------

-Decreased XY Cull distance for commander from 12000 to 1200 to fix a bug
	in which structures disappeared for the commander.  Darn tens
	place mistakes.

2.0 Changes
-------

-Fixed lighting problem on some servers (gamma set to 1.7 instead of 1.0)
-Redid Storage Sector and Big Gun hive
-Improved all hives to be less vulnerable to jetpackers
-Added an underground skulk vent connecting major alien areas
-Changed corridor from Zer'ak Surface to Storage Sector to be a tunnel
-Made all areas gorge-friendly (stairs, ladders, etc)
-Modified Thermal Pocket to avoid the resource building bug
-Added clipping over detail objects to avoid MAX_CLIP_NODES
-Removed two elevators in marine join/marine spawn areas to reduce wpolys
-Added a box to marine start elevator so marines can climb in without 
	closing the lift
-Many other slight detail changes



Installation
------------

Extract the archive to your half-life\ns directory.
If you prefer to do it manually:

ns_surface.bsp 		-> 	ns\maps
groanloop.wav 		-> 	ns\sound\ns_surface
humloop.wav		->	ns\sound\ns_surface
ns_surface.spr		->	ns\sprites\minimaps



The Story
---------

Zer'ak was one of the first planets in the Ariadne Arm frontier sector 
to be colonized by the Frontiersmen.  A base was established there as a 
military post in the war against the Kharaa.  The planet offered the 
advantage of brimming with the raw materials used for synthesizing 
nano-sludge.  These natural deposits were tapped by the Frontiersmen and 
converted into nano-sludge on the spot, to be harvested and loaded into 
ships for the Kharaa war.  Mining efforts were begun to uncover even more 
natural deposits.  Unfortunately, the base had only just been established 
when the Kharaa spores appeared.  Before long, the Kharaa had wiped out 
all human lifeforms.  The base has since fallen into disrepair.  The 
Frontiersmen have been sent in force in the S.S. Hurricane to liberate 
the base before the infestation spreads upon the planet beyond control.



Gameplay
--------

Open areas provide the ranged marines and jetpackers with an advantage.  
However, the spread of land gives the quick aliens an advantage as well.  
My intention is to give the marines a better chance of victory on public 
servers than the standard, claustrophobic maps do.



Known Issues
------------

Some corners still aren't skulk friendly, but screw it.  This is a Half-Life
bug that makes corners sticky.  I downloaded a custom zoners build that
fixed it, but that just caused other problems such as floors becoming non-solid.

If two people are fired from Big Gun at once, they may get stuck.  I couldn't
find a fix for this.

The commander can't see into Big Gun, because making the ceiling a func_seethrough
allows light in, and using zhlt_lightflags only made things worse.  Ah well, it's
the center hive so the aliens should have a bonus defending it.



Copyright Info
--------------

ns_surface is 2003-2004 Ryan 'Kid Quantum' Thorlakson.
Email kid_quantum@hotmail.com for permission information.
Do not host this file without permission.
Do not distribue this file in modified formats (such as .exe) without permission.