Bug fix 2 Release boom_v2 (7/10/2002)

Well, one more time. The trigger brushes on the indoor explosive ramps
were too thin and did not work frequently, again probably due to the
network lag.


Bug Fix Release boom_v1 (07/1/2002)

Oops, guess the beta test on this map was too short. Many thanks to the guys over at the
Illinois Netcade server for running this map while I played in. They finished
the beta testing. I'll try to do better next time. 

This release fixes the following problems:
	- One spawn point in the destruction zone makes you rooted like a plant.
	- Dirt piles next to one building also make you a plant.
	- The number of entities in this map exceeded 1024 and the result was the sachel
          charges, grenades, and trip mines (at the very least) did not respawn. So I
          optimized some entities in the explosion sequence that brings down the 
          buildings. I don't believe you can tell any difference.
	- If you tried to ride on the top of the hang glider you got left behind.
	- You could not walk on top of the perimeter wall.
	- When the destruction zone map ends you could escape death by staying in a 
	  corner. However, to move everyone back to the first map, everyone must die
	  with the exception as stated below, higher or highest is better.
	- The explosive wedges were 'tuned' while not connected over the network. When 
	  network lag is occurring these seem to have less power. Most still work if you
	  also jump when you reach the end of the ramp (which I kinda like as it gives you
          more of a feeling of participation in the motion). At least three still didn't 
          enough power so I increased those three.
	- Lag seemed to occur from time over the longer network connection so I removed 
	  the laser turrent and the machine gun turrent from the billboards. Less data 
	  about which direction these two are pointing should help. You still have the
	  more effective mortar and rocket turrets in the other two bill boards. This
	  leaves 3 turrents total which is the number I used in my first map Highbay and 
          had no problems.
	- At one time the lag also allowed the siren to not cut off. I know cut it off 
	  one second early before all the explosions begin.


Again, sorry for the re-release and please enjoy the map.


Just unzip into your valve directory.
	The .tga files should end up in the valve\gfx\env directory
	The .bsp goes in your valve\map


The sky is from Chaocity 3, the building textures are from Remedy Entertainment's Max Payne.

This is a neigborhood already preped for a little urban renewel.


Things to know:

- The wedges of explosives are used to propel you up to the next building/floor. Just 
  run up the ramp. They only work in the direction of the ramp.
- After pushing any button you will hear an alarm that sounds locally for 20 seconds
  followed by a global alarm that sounds for 20 more seconds before things happen.
- Either of the two buttons can only be activated after 5 minutes of being in that
  map configuration (except when the map is first started).
- It is best to get to the highest position before anything does happen to insure
  getting the best weapon.
- The hang glider can be used
- The four billboards that have a raised area on the walkway in back of them can be 
  used as weapons. Stand on the raised area and hit the 'use' key.


Thanks go to my beta tester [FA]Lightning-Rod.



Evilis