TITLE           : Daimos
LEVEL FILENAME  : co_daimos.bsp
AUTHOR          : Oliver "Hypergrip" Richter
DATE            : 23.09.2003
CONTACT EMAIL   : hypergrip@gmx.de
HOMEPAGE URL    : www.hypergrip.de
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REQUIRED FILES  : only the bsp right now. Included the texture into
		  the map to make it easier to update.

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BACKSTORY       : Daimos is an abandoned outpost that has been bought
		  by the TSA and slightly modified for use as
		  training ground.
		  Small groups of Marines are phased in and fight
		  Aliens (only god and myself know, where the TSA
		  gets the Aliens for this training) in a life-like 
		  enviroment.
		  The average rate of survivors is at 26,53%.
		  
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EDITOR(S) USED  : Mjoellnir

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COMPILER(S) USED: ZHLT

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COMPILE HARDWARE: 1,3GHz, 256MB RAM

COMPILE TIME    : too long... need better hardware
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ACKNOWLEDGEMENTS: Missy for providing those nice vocals.





===========================
Philosophy of co_daimos
===========================

First thing you will notice when playing is that co_daimos does not fit the general (T)DM-Layout most maps for NS:C will have.
In fact co_daimos is based on a CTF-like layout with two "bases" that are connected with a two main routes and a handfull of "alternative paths" like shafts and vents.

The philosophy behind this map was more the "educational" role of NS:C than the "fast shooting action" side.
I tried to design the map in a way that's close to "real" NS maps (while stil using the advantages of NS:C mapping (level over level, etc.).
I think giving the players a layout that is not "ultra-connected" will add some tactical aspects to playing, because itencouraged Marines to travel in groups.
The toxic water (while an optical gimmick in first place) may teach Marines to watch their step.
The vents near cargo area are to teach Aliens to use ambush tactics and to teach Marines to check corners.

Beside this "educational" side, I think co_daimos might still be an interessting map to play for more experienced players, because it offers quite a large variety of tactics.
While the main paths are good for groups and heavy equipment / higher lifeforms, vents and alternative paths are nice for Jetpacks, Lerks and  maybe Fades.
 

Because of the size of the map I recommend at least 4vs4 players. 
3vs3 might still be quite smooth, but because of the 5 minute time limit and the current hive health this will be very though for Marines.



===========================
Changelog:
===========================

o Beta06 (released)
- Reworked Hive Area.
- "Repaired" ladder at Marine Start to give Aliens easier access this way.
- Lowere ceilings in some areas a bit.
- Added additional lights to Cargo Area, Upper Tram Area and Central Sewer Area.

o Beta05 (released)
-Fixed a small stuck issue.
-Fixed Problem where players were not teleported back into the ready room when trying to join a full team.
-Replaced all the small red lights with brushes again to lower entity count.
-Removed all the corona effects in sewer area to lower entity count.
-Grouped some overlays to lower entity count.
-Added some blocks to the hive room ceilling to make it a little more difficult for JPs to fly in.
-Changed the announcer MP3s in ready room to be WAVs now, to adress problem with sounds not playing.
(using WAVs still has some downsides, but at least it should play now. Needfeedback onj this, because I cannot test maps on my LAN-Server)

o Beta04 (released):
-Added Command Console and Armory for compatibility (Untested!).
-Added shortcut from Marine Start to the hive, that has to be welded open first:
   -Added Emergency Phasegates near Marine Start.
   -Added Emergency Phasegate destinations near hive.
-Reworked ready room (Tanks a lot, Missy, for recording those textsfor me!):
   -Now using game relevant models as join partals.
   -Added audio greeting to ready room.
   -Added audio briefing for Marines.
   -Added audio briefing for Aliens.

o Beta03 (released):
-Completely reworked Marine Start to allow faster choice of routes.
-Fixed bug where players got stuck on the pipe at hive (thx Aioros).

o Beta02:
-Changed all little red lights to be func_illusionary (no more stucking).
-Brightened lights at sewer area.
-Added some lights at tram area.
-Added some lights at cargo area.
-Brightened the map a bit overall.
-Moved two crates a bit to prevent hiding in pitch black areas.
-Made the grate at tram area transparent (as it should be).
-Lowered radius of waterfall sound from large to medium.
-changed damage type of the acid to poison (just as the "acidfalls") so Aliens and Marines with Jetpack have a chance to get out in time.

o Beta01 (released):
-Added basic ready room.
-Added light to vents and shafts.
-Added a few ambience sounds (custom sounds to come).
-Added train to the tram area.
-Added more cover to tram area

o Alpha05:
-Added connection between sever system an hive.
-Added light to hive.
-Added vent from near hive to sever system.
-Added light to the connection part from sewer to hive.

o Alpha04:
-Changed Marine Start to be smaller (still there are little things to change here).
-Added poison damage to the waterfalls.
-Added light to tram area
-Added connection between upper sever system and cargo area.
-Added shaft from hive to cargo area.
-Removed lower sever area because or complexity.
-Blocked movement to the blocked sever part.
-Added waterfall sounds.

o Alpha03:
-Created hive area.
-Changed ladder direction in sever system.
-Changed lighting in cargo area from red to yellow.

o Alpha02:
-Created tram area and continued the sever system.
-Added basic lighting.
-Added particle systems.

o Alpha01:
-Created the Marine Spawn, first part of the sever system and cargo area.



===========================
FAQ
===========================

Q: What does "Daimos" mean?
A: Daimos is a character from the greek mythology. Son of Ares, the god of war, and brother to Phobos (phobos = "fear"). the meaning of Daimos is "panic". 

Q: What is the optimal player count for co_daimos?
A: The map is quite large compared to other co_maps, so I recommend 4vs4.

Q: Are there any secrets or eastereggs in co_daimos?
A: Maybe ;)

Q: Is this map finished?
A: It's currently in Beta. Depending on the feedback / flames I get, I will tweak some parts, add a few things or simply delete the whole s*** and read a good book instead of wasting my time mapping.

Q: How long do you work on this map?
A: I don't count hours.. but it's been quite a lot.

Q: Hyper, you suck!
A: That is not a question. Questions end with a "?", nub :p