Megalith (created by mazemaster)

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Installation Info:
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Unzip all of the files to your half-life directory. The files will automatically be put in the correct subdirectories.

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Please note:
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This map slightly exceeds the default texture maximum of 4 mb. This may cause some problems on some old video cards.

This map is detailed and therefore may run slowly on older computers (ie: less than 400 mhz).

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Credits:
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Textures used:
	Author:
		SOCK 
			tp-egyptian wads
		Valve
			tfc wads
			
	Author: 
		MasterPlan
			Animating fire texture

Skymap:
	Author:
		Counterstrike Team
			Train Yard

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Permissions:
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You may do pretty much anything you want with this map as long as you abide by 2 rules:

1: You may not sell any part of this map in any form unless you obtain permission from me.
2: I must be listed in the credits of anything that uses any part of this map.

That said, i am pretty cool about people using my work as a base and/or using parts
of my maps in their maps. If you have reason to want the source files to this map, you can contact me explaining your reasons, and the chances are that i will give you the source files you requested.

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Special Thanks To:
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JUIM
	Hosting Playtests! 
		http://www.hotdeathdiner.com

RUST forums:
	Suggestions for improvement on the map, and overall assistance.
		http://forums.gamedesign.net

Merl
	Some technical help and some great modifications to ZHLT at my request (hes a real nice guy)

Weasel
	Suggesting the name "megalithic" which i changed to "megalith"

All the playtesters
	...


//Tech stuff
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Construction Information:
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Base:
	None

Level editor used:
	Worldcraft v3.3
		http://user.tninet.se/~fli235t/worldcraft3.exe

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Compile information:
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Tools used:
	CSG: Merl's modified HLCSG.exe v1.4
		http://www.chatbear.com/uploaded/1011059245-nulltex.zip
	BSP: Merl's modified HLBSP.exe v1.4
		(see above)
	VIS: HLVIS.exe v2.5.3
		http://www.valve-erc.com/files/resources/zhlt253.zip
	RAD: HLRAD.exe v2.5.3
		(see above)
		
Computer:
	processor: 1.4 ghz p4
 	ram: 384mb RD RAM 

Compile time:
	CSG: 0 min 40.42 sec
	BSP: 1 min 26 sec
	VIS: 12 min 24 sec
	RAD: 35 min 8 sec


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Technical aspects (for mappers benefit):
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The rolling boulder:
	func_train using the 'avelocity' key
		http://www.valve-erc.com/resources/?page=tut_avelocity
	spherical shape generated using the cone slicing method

Random Teleporter:
	trigger_teleport >
	tunnel with trigger_push > 
	trigger_teleport changetargeted by a random event generator
		http://www.valve-erc.com/resources/?page=random_events

Fire!:
	Animating texture on thin func_illusionaries, render_mode=additive

Water Fountain:
	Passable func_conveyor with water scroll texture

Opening the gate when the 2 buttons are pressed:
	Multisources tend to cause trouble when targeted by multimanagers, 
	so i was forced to use physical logic gates:
		http://snarfevs.gamedesign.net/physical.htm

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Contact info:
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n_alger_@hotmail.com