=====================================================================
   Natural-Selection Map Spec Sheet
=====================================================================
------General Information--------------------------------------------

Title		:	Altair Underwater Mining Facility
Filename	:	ns_altair.bsp
Author		:	Paul "KungFuDiscoMonkey" Traylor
EMail		:	kungfudiscomonkey@gmail.com
Date		:	August 30, 2004

------Play Information-----------------------------------------------

NS:Classic
How Many Players:	32

------Map Information------------------------------------------------

New Textures	:	Yes (ns_altair.wad embedded in BSP) 
				Some Textures taken from Poke646 by
				Marc Schrder
New Sounds	:	No
New Skybox      :       Yes 	based on deepsea1
				by Darc
				http://telefragged.com/soup/
New Models      :       Not yet
New Sprites     :       No

------Construction---------------------------------------------------

Base		:	From scratch
Editor(s) used	:	Valve Hammer Editor 3.5
                        Adobe Photoshop Elements 2.0
			Wally
Compile Machine	:	3 Ghz P4 w/ HT, 1 gb RAM
Compile time	:	~1 hour

------Map Instructions-----------------------------------------------

Extract the zip to the ns directory and it will put everything where it should be. If this doesn't work, the .bsp goes in the maps directory, the .wad should be in the ns directory and the minimap goes in sprites/minimaps/.

------Changelog------------------------------------------------------
v1-5 OLD Versions

v6a-b Initial Version

v6c:
    First build released for Playtesting
    Roughed out details and rough lighting
    Added vent system

v6d:
    Moved some resource nodes around and moved the west hive out a bit.
    Tweaked lighting
    Added two new nodes
    Added new Readyroom
    Other MISC tweaks

v6e:
    Continued to tweak lighting
    Added new vents
    many misc tweaks

v6f (6/17/04):
    Added 15% to light values in altair.rad
    Added new vent just south of Lifesupport to connect west to middle
    Reworked parts of vent connecting Omega and Consistancy
    Fixed Weldable
    Added func_ladder to 'detail' ladders
    Added node in Phi Test Site
    Fixed exploit in Pipe Room
    Widened ledge in Omega
    Added some ps

v6g (6/24/04) - Private build for LAN party
    Changed HLRAD -gamma from .8 to .7
    Added minor details
    Added cover in several long hallways

v6h (7/01/04) - Private build for Flayra and NS Playtesters
    New Readyroom to fix Onos stuck issues

v6i (7/06/04) - Build for NS Playtest
    Minor fixes

v6j (8/02/04)
    Alterations to route from MS to LS Hive to increase walk time
    Partial rebuild of Omega hive to cut down on LOS and wpoly issues
    misc details around the map
    new edited minimap sprite to help in navigation
    removed node from settling tanks to adjust res distribution (Currently 10 nodes)

v6k (8/24/03)
    Finished the vent network. Life support is now connected to the other two hives
    misc tweeks/details

v6l (8/30/03)
    Fixed bug with sub bay crane
    Added vent from core sample to diving tanks
    added some clip brushes to help with errors

ToDo:
    Add sub model to sub bay
    More detail work
    Add and tweak ps

------Additional Info------------------------------------------------

Any feedback or suggestions, please send them to kungfudiscomonkey@gmail.com

------Copyright-Permissions------------------------------------------

I give NO permission whatsoever to decompile this map or use the textures in any other mapping project. Also, please no using ripent or similar to modify the map, if you want something changed, email me about it and if i consider it to be valid i'll sort it.

------And Finally----------------------------------------------------

I'd like to say thanks to the NS Dev team for making this great mod that has kept me from doing as much homework as I should

I'd like to thank Plaguebearer for taking my mediocre layout and turning it into something awsome. Without his help you wouldn't be playing this map.

Thanks to TyrNemesis^ for helping me walk around the map and pointing out balance issues and node placement issues and generally helping to make Altair even better. Half the reason you are reading this file is because this guy helped make Altair what it is.

------Dedication-----------------------------------------------------
Altair is dedicated to my friends from WCA and CAC who will never realize how much their lives have impacted mine and made me a better person because of it.