***********************************
     Jedi Knight: Jedi Academy
*********************************** 

Title: Map-Craft: Pass-Me-Around 1    /    Nar Shadda Landing Zone 17

Authors: Pande, Lou, Mrwonko, Jedi Mediator, Exonimus, Nozyspy, Lazarus,  Crazy Assassin, NAB622

E-Mail: fearghas.g@gmail.com (Pande)
Visit Map-Craft.com and use PM tool or find emails in profiles if you wish to contact the participants involved.

Website: http://www.map-craft.com

Filename: landing_zone_17.zip
Filesize: 23.4 MB

Date released: October 13th, 2009

__________________________________________

INSTALLATION INSTRUCTIONS:

Take the pk3 out of this .zip file and put it in your Jedi Academy game's base folder. If you used the default installation directory, it should be something like this: C:\Program Files\LucasArts\Star Wars - Jedi knight: Jedi Academy\gamedata\base

__________________________________________

DESCRIPTION:

The Pass-Me-Around was the idea of Pande and the dedication of the particpants on Map-Craft.com forums. Starting with a single, untextured room with a rough design and no obvious draws to any particular style of planet in the SW universe, the first 'reciever' was asked to expand the room, add to it, and texture it. Start a style, in other words. But, they only had a week, which meant they could not go too far and leave too much of a mark. The map was then passed on to a second participant who then expanded with their own imagination ontop of the work of the first. And so, through 8 participants, a map was born, overseen by Pande (who made some last minute bot routing and map changes :D) heavily scripted by the final participant, NAB622 (on top of/modifying previous scripting done in the map previously). 

The entire idea of the map, from the begining, was to stuff as much detail into a small duel map as possible, and I think the team duly succeeded. From floor patterns to machinery to lights, this map is stuffed full of stuff to look at. And thanks to serious scrutiny by members of the team, no area is left unoptimized or not hinted. You can be sure of maximum FPS possible in the map while playing. :)

This map features:

- Random room in duel mode. In FFA, the map is open and all doors function, but in Duel mode the map is split up into 5 different sections, each cut off from each other using locked doors, and all is chosen randomly at the begining of every round. There are 5 areas that NAB622's script chooses from, so your duel will probably be different from that of the previous duelists! It's like having 5 maps at once! Fully bug tested, and spectators will be teleported to the correct rooms also. 

- Lots of blowy-upy things!

- A secret area ! (FFA only)

- Fully functional fallable grate walkway. (Hint: support pillars)

More than 100 hours of work went into the creation of this map, due to the hard work of 'da boys' at Map-Craft.com. Look out for the next Pass-me-around map, on the Ruins theme!


//---->
Crazy's X-Wings
\\---->
Guess what? Crazy Assassin has been forgetful, and lost his hot-rod X-Wing miniatures. Can you help him find them?

There are seven total, and they're probably spread around the map.

Good luck!

__________________________________________
THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN, OR
LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LISCENSORS. NEVER GONNA GIVE YOU UP, NEVER GONNA LET YOU DOWN, NEVER GONNA RUN AROUND AND DESERT YOU! YOU JUST WON THE GAME!


  

Lou's schedule (week 2, assuming Pande was week 1)

  Date		   Time	      	      Hours  Minutes
12/16/2008 	3:30 - 5:30 pm		2	0 
12/16/2008	7 - 8 pm		1	0
12/17/2008	6:30 - 7:30 pm		1	0
12/17/2008	8:30 - 9:30 pm		1	0
12/19/2008	12 am 1 am		1	0	
12/21/2008	9 -  11:30  pm		2	30

Total Time				8 hrs 	30 minutes

Crazy's Timetable (week 3, assuming Pande was week 1)

Monday
12:30 AM -- 2:00 AM
Clipped the ceiling
Added new room - contains death pit
Added skyportal - I INSIST that this stays. It's highly useful for us Lugormodians if that's there by default
(NOTE: He's not so insistent anymore. He said on the forums that the
map is too small to justify doing anything with Lugormod. He deleted
said skyportal. ~Jedi_Mediator)

11:45 AM -- 12:50 PM
Redid platform above death pit
Added detail to hallway pillars
Added railing around death-pit platform
Fixed an error with the outer box

Tuesday
7:45 PM -- 8:08 PM
Removed Platform with pit of death, didn't fit theme
Started expanding second room for landing pad

Saturday
Not sure of time at start and finish, but I know it was an hour. <.<
Created new metal and decal shaders
Created landing pad markings
Redid several textures
Finished expansion of second room
Added markings on floor for a landing zone
Added fuel pump in the corner
Added lights to details in the connecting hallway
Widened the central spot-lights in the middle of the longer walls in the second room (also removed one of them and centered the other, so there aren't two right next to eachother)

Sunday
11:20 PM -- 12:32 AM
Changed the sky's texture
Added spawnflags,512 to the intense-blue lights in hall-way and in both rooms
Redid a few more textures
Detailed a few brushes that weren't supposed to be structural
Added a switch detail to the fuel pump
Added ambient,50 to worldspawn

Monday
11:35 PM -- 12:47 AM
Experimented with locked exit doors, didn't work out (We need a clear exit from the area, to make things more realistic, but I can't figure out where to put it!)
Extended the length of fuel-pump piping, to make sure it can reach the ship if it were actually used <.<
Re-added switch details in the hallway
Experimented with freight-elevator idea, didn't work out

Crazy's Total Time
1:30
1:05
0:23
1:00
1:12
1:12

6 hours, 17 minutes

Mr. Wonko's schedule

Week 4, all times GMT+1



Tuesday 2008/12/30

Start: 11:30AM
Clipping the walls in the hallway connecting both rooms to prevent players from getting stuck there
While doing that found, that the light trim thing in the middle of one side is actually not touching the wall - fixed that
found some (4) not viewable surfaces - caulked those
Thinking about an additional second connection between the 2 rooms to make it "O"-shaped instead of "I"-shaped for more interesting gameplay
*REMINDER* please add bowcaster + blaster + ammo in the end. I really missed those in jka (compared to jk2) and people who don't want them can still disable them.
Adding a locked door at the back of the platform (see 2nd monday of crazy assassin though I had the idea myself, too^^)
Lowered the ambient to make the ligthing fit the night better
made the outer walls thinner to make room for a basement
clipped the stairs
removed the sunlight - because a) doesn't make much sense in the night (yes, there is a *little* light due to the moon but well... it's nearly new moon) and b) was from wrong direction
replaced x-wing misc_model_static by misc_model
Enhanced the X-wing clipping-brushes to make them fit the model better
often play-tested so you might consider taking 30min away from the total time
Added stairs to the basement under the platform
took Crazy's freight-elevator idea as the second way of reaching the basement, creating the "O"-shape I was looking for
1:40PM Pause
(2:10h total)

around 14:30PM continued working
added spotlights to the spotlight because they seem like they should be much brighter than they are - the info_null have spawnflags 1 which is "LIGHT", meaning they are removed during compiling and only used for spotlight calculation
gave the seats on the platform some supports because otherwise it would be very likely that they fall through the grating - actually redid parts of them as they were < grid 1
_remap-ed the statue to use the light emitting white shader
started building the basement:
built two gas tanks connected by pipes
readjusting brightness settings to fit my new monitor - now seeing need for more light. going to do that later, for now:
16:30PM end
(2h total)

today: 4:10h total

Wednesday 2008/12/31
0:40AM	exchanged the x-wing for the reskinned version

Start: 4:50PM
decided for a red/orange color scheme for lighting in basement in (temperature) contrast to the upper level
played with the lighting to make everything a bit brighter, amongst others replaced ambient 10 by _minlight 20
(re)wrote some vjun shaders I'm going to use to emit light
lots of adjusting, compiling & testing today
fixed a misaligned brush at near the sky (there was a gap) over the right seat on the platform
End: 6:20 PM
(total: 1:30h)

Friday 2009/01/02
Start: 12:20AM
*IMPORTANT*
started to do the connection between the freight elevator room and the stairs at the other end - it's supposed to be some kind of machine room with moving parts and machine sounds though I doubt I'll be able to create something like that... maybe one of the next mappers...?
10 min interruption
End: 14:00
(total: 1:30h)

Sunday 2009/01/04
Start: 12AM
Continued work on basement
Added weapons & ammo - I *INSIST* that they stay in the map though their position might be changed. Guns in Duels was very fun in JK2, if an admin prefers not to have them there is g_weapondisable.
End: 1PM
(total: 1h)

Tuesday		4:10h
Wednesday	1:30h
Friday		1:30h
Sunday		1:00h

total		8:10h





Jedi_Mediator's Time

-------------------/
Monday            /
-----------------/
    
    3:57 pm -- 4:46 pm  (49 minutes)
      -Explored the map for the first time and saw what people had done with it.       
      -Searched for all the textures that weren't included in the .pk3. >:O
      -Began work on the cool light shaders, structures, and trims I plan on adding.
-----------    
    5:18 pm -- 5:44 pm  (26 minutes)
      -Continued work on light trim design in the pillars surrounding the first room.
      -continued work on the various "lightstuffs" I plan on contributing.
-----------    
    7:25 pm -- 8:03 pm  (48 minutes)
      -Wrote some shader code for my lights
      -Emailed Pande about missing texture problem
      -Finished building light-trimmed pillars; began duplicating them around the level


-------------------/
Tuesday           /
-----------------/

    6:22 am -- 6:42 am  (20 minutes)
      -Identified and fixed my missing shader problem--which really was my own shader
      problem all along.
      -Continued duplicating light-trimmed pillars around the level
      -Examined Mr. Wonko's basement and considered revisions to it (as requested
      by him)
----------- 
    4:27 pm -- 5:06 pm  (39 minutes)
      -Began detailing the floors with futuristic angular pattern.
-----------
    6:45 pm -- 7:20 pm  (35 minutes)
      -Fine-tuned and completed my first floor pattern
      -Experimented in other areas with floor patterns
      -Completed floor patterns in first room

-------------------/
Wednesday         /
-----------------/

    6:25 am -- 6:44 am  (19 minutes)
      -Duplicated more light-trimmed pillars into the second room
      -Remedied a contrasting texture issue in Mr. Wonko's basement
-----------
    3:15 pm -- 3:53 pm  (38 minutes)
      -Finally finished duplicating the right number of light-trimmed pillars 
      around both rooms
      -Devised a first draft for the futuristic light structures also on
      the pillars
-----------
    4:25 pm -- 4:40 pm  (15 minutes)
      -Continued working on the futuristic light structure design
-----------
    7:18 pm -- 7:39 pm  (21 minutes)
      -Fixed curious texture alignment issues discovered in the light trimming

-------------------/
Thursday          /
-----------------/

    6:25 am -- 6:45 am  (20 minutes)
      -Fixed a problem I was having with the dark_dusk texture (this involved 
      replacing my faulty copy of the texture with a new one)
      -Finished my futuristic light structure design and duplicated it around
      the first room appropriately
-----------
    4:25 pm -- 5:10 pm  (45 minutes)
      -Duplicated the finished futuristic light structure around the second room
      -Began pipe detailing in second room
-----------
    7:55 pm -- 8:25 pm  (30 minutes)
      -Put a trim on the first pipe detailing pit
      -Modified the "basic" metal texture to make the new "basic_grimy" texture
      -Finished the first pipe detailing pit

-------------------/
Friday            /
-----------------/

    6:15 am -- 6:40 am  (25 minutes)
      -Received a confirmation email from Exonimus. He will be the next holder 
      of the map.
      -Began and worked on a second pipe detailing pit
-----------
    5:34 pm -- 5:45 and 6:05 -- 6:15  (21 minutes)
      -Continued work on the second pipe detailing pit

-------------------/
Saturday          /
-----------------/

    10:32 am -- 10:56 pm  (24 minutes)
      -Continued work on the second pipe detailing pit
-----------
    1:43 pm -- 2:23 pm  (40 minutes)
      -Finished work on the second pipe detailing pit
      -Investigated all my changes to make sure there were no errors
      -Began work on the small room I decided to build/start
-----------
    6:15 pm -- 7:50 pm  (1 hour and 35 minutes)
      -Layed out designs and wall textures in my new room addition
      -Played previous version of the map to check player scale
      -Improved the "wall9" shader to make it more realistic
      -Tested my new wall9 shader

-------------------/
Sunday            /
-----------------/

    9:20 am -- 10:38 am  (1 hour and 18 minutes)
      -Finished up with the general layout of my new room addition
      -Commenced and made considerable progress on details in my room
-----------
    12:40 pm -- 1:00 pm  (20 minutes)
      -Continued with the structural details of my room
      -Incorporated doomgiver textures for a unique theme in my room
-----------
    1:26 pm -- 1:48 pm  (22 minutes)
      -Added lights to my room
-----------
    5:45 pm -- 7:23 pm  (1 hour and 38 minutes)
      -Made a test map for my custom light shader
      -Tested and fine-tuned shader
      -Found a suitable ceiling texture for the "funnel" of my room, and found
      other textures suitable for the small exterior portion of the main room
      visible through the "funnel"
      -Added detailing to the underside of the "funnel"
      -Gasped and fixed four big map leaks I had caused
      -Did multiple -meta compiles to search for more subtle leaks
      -Threw hands in air and put a big box of caulk around the level to 
      fool-proof against leaks...if somebody else doesn't like it, I'll let
      them waste their time running around and looking for tiny little leaks. :P
      -Ran my first test compile
-----------
    8:07 pm -- 8:22 pm  (15 minutes)
      -Added star reflections to the shiny floor shaders made by Crazy
      -Began to apply the new "starry shader" to the outdoor surfaces that needed it

-------------------/
Monday            /
-----------------/

    6:22 am -- 6:49 am  (26 minutes)
      -Corrected some miscellaneous things without which my additions wouldn't
      be complete (a missing pipe pit grate, plugging pipes into the wall, etc.)
-----------
    2:10 pm -- 2:45 pm  (35 minutes)
      -Continued to work on last-minute miscellaneous things
      -Polished and polished, in anticipation of passing on the map
-----------
    5:10 pm -- 6:00 pm  (50 minutes)
      -Polished
      -Applied my star reflections floor shader to the areas still needing it
      -Made a new star-reflecting floor shader for my own room
      -Tested shaders, modifying as needed
-----------
    7:18 pm -- 7:58 pm  (40 minutes)
      -Did serious trobuleshooting
      -Final test of the map
      -"Packed up" and got materials together for sending everything off to
      Exonimus and Pande
-----------


FINAL NOTES:
  -The -meta compile of the map will need to be -light compiled in order to obtain 
a full preview of my additions and contributions. I was not able to -light compile
because I have very limited RAM and doing so would have wasted time I could use
in editing. Read my post on the PMA's thread to learn more. :P
 
  -There are multiple instances where the light-trim texturing in the pillars 
surrounding the primary and secondary rooms misalign themselves upon map load-up 
or compile. If anyone else can fix this, more power to them. I've done so twice,
and it's been undone by some mysterious force out of my control...
  
  -I named the .pk3 file "pass_me_around_5", which corresponds to the map name. When 
I downloaded it from Pande's email it was already named this...I believe it should have 
still been "_4". My number labels "_5" on the map and the .pk3 can be corrected if they
are inaccurate.

  -On my final test of the map, I got some strange texture errors, including invisible
light panels on some of my light fixtures. I don't know the cause of these...if they
persist with Exonimus and Pande, hopefully they can be fixed.

  -I wrote a "pass_me_around/s_metalc_stars" shader for some outdoor reflection of the
starry sky. At the moment the star reflection stretches quite a bit across surfaces and
ends up looking pretty ugly...this could be fixed by "q3map_tessSize", but I don't know
if we want to go into that or not.

  -Is it just me, or is the entire body of the landed X-Wing shining with stars? Maybe
that's just something I messed up in the shaders, but it should probably be fixed to
look better. X-Wings aren't *that* glossy.

  -Wow! Either I miscalculated my total time, or I got in a whole lot more hours in on
this map than I thought I would be able to. :D

  -If one sees any odd texture placement in the map, such as textures that don't match up
with the map's theme or textures that look very sudden or out of place on a flat surface,
one is seeing either bad taste or the maniacal nature of my mouse. The mouse socket in my
tower has been malfunctioning for the past month or so, inducing some very odd behavior
in my mouse. In the context of mapping, this behavior has included the mouse texturing
things for me, creating new brushes on its own, and messing with the camera and viewpoint
(all of these are due to "phantom clicks" that the computer registers but I never actually
perform). I'm helpless to fix it at the moment, since I don't know where to get a new 
mouse socket. The bottom line is, feel free to fix any texturing that looks like it
might have been caused by random clicks and a renegade mouse.


//Exonimus's Time

//Tuesday 15:00-17:00

Spent quite some time looking around in the map. I really liked it, but I felt a lot of things were missing.. anyway, I guess it's my job to add some :)
-fixed bug where the inside part of the room where the stairs lead to, were caulked and therefore transparent
-fixed bug where one could just jump up and inside the void in said room
-fixed glow on the byss panel texture
-added some 'steam' sounds to make the map come more alive. It felt really dead, because there was no sound at all

//Wednesday 14:00-16:15

-created some more detail by editing the brushes to have more 'depth' corresponding to their respective textures. Only did two uptil now, those in the room closest to the balcony. More will come hopefully
-started doing something with scripting. Can't say what yet, because I'm unsure if it'll work. Posted question on map-craft.
-fixed error with texture where caulk should be

-*IMPORTANT* I still feel the 'machine room' could use moving parts, I'm thinking about changing it to contain them.
-noticed a bug in the skybox. When looking up from the hangar room, almost to your front end is an ugly white line going through the skybox, as if it's not extended far enough. Not sure what this is.
-also noticed the tcgen environment someone applied to the x-wing. I think it looks really odd, with all those stars. I'll leave it in for now, but the final holder might want to consider removing it
-I have another idea I want to work out, but I doubt if I have enough time. It would be pretty awesome to have the lights, that currently aim upwards, rotate and aim downwards on the floor, to create a sort of spotlight effect.(on the touch of a button maybe?) possibly remapping the light to a different color?

Monday 15:00-18:10(excluding compile time)
-did more 'brush cutting'
-worked on a script. 

NOTES FOR THE NEXT MAPPER
The idea is to have a balcony falling down as soon as two pillars are cut. I have it working with one pillar, but it doesn't work with two at the moment. For the next mapper: if you can't get it to work, feel free to remove the scripts and scriptrunners, if you can, that would be awesome. I think stuff like this will make the map more interactive, so if there is any possibility of having more things destroyable,breakable, etc. go for it.
I just noticed after the final compile, that the lights from the 'lanterns'(the ones pointing upwards) don't work properly. That is, the glow coming off them works, but the bright white light that is supposed to be there when you look inside the lanterns is only in some of them. As I've just done a full compile, I can't fix it in this one. It should be a pretty easy fix, though.

-fixed a few texture misalignments
-added a levelshot
-added a .arena file
-did a full compile and zipped the file up. Good luck Nozyspy!

---------------------------------------------------------------------------------------------------------------

==============
NOZYSPYS TURN! :D
==============

Tuesday 20th
5:30am - 7:30am = 2h

*Notes* 

- Spent some time looking around the map, and becoming terrified  - having not a single clue what i was going to do! :o
- Caulked various areas that had been overlooked.
- Fiddled with a few small details. 
- Changed the roof texture and made new doors and butresses in the generator room.
- Made the large spotlights around the landing pad and other areas into detail brushes to help with the -vis compile.

Thursday 22nd
9:45am - 3:15pm = 5h 30min

*Notes*

- Caulked lots of brushes that had been missed.
- Built a new skybox for the room farthest from the landing pad.
- Made all the brushes in the room above into detail, a box now surrounds the whole room to seal it up instead.
- Changed the look of the walkway in the generator room.
- Changed quite a few textures in the generator room to make it look darker and more industrial.
- Modified a Base JKA texture (darkened it) to replace one of the lighter grey textures in the generator room (its the same texture, just darker).
- Added detail to the rectangular generator machines in the generator room.
- Adjusted all the 3D wall panels in the room farthest from the landing pad (they had gaps through which you could see the caulk outside).
- Removed the steam jet noises, they were just too loud!
- Fixed some mis-aligned textures.
- Compiled and tested the map.

Saturday 24th
4:15am - 7:25am = 3h 10min

*Notes*

- Added extra lights and light entities in the room farthest from the landing pad.
- Caulked more small brushes that had been missed and made them detail.
- Changed the clip texture for the open roof from physics clip to normal clip.
- Started work on the comm relay room.
- Adjusted the lighting around the botom of the balcony room.
- Made new generators, replacing the models in the generator room.
- Made a new orangy glowy texture for these generators to go with the yellow / orange colour scheme of the generator room.
- Added rotating 'fan blades' to the generators, adding the 'moving parts' factor that Exonimus mentioned.
- Compiled the map again.

Sunday 25th
2:30am - 4:30am = 2h 

*Notes*

- Caulked and made detail quite a few more small brushes, especially the light stips on the pillars in the two main areas.
- Made some 'light pillar' type of structures, with antennae and some pulsing flare lights on top, and spotlights on the bottom.
- Added above structures to the room farthest from the landing pad area. The 'skylight' room i call it.
- There were a few too many types of textures in the skylight room, so i retextured a few areas with a darker, simpler texture that was already there.
- Bade some detail butresses that are just visible on top of the skylight roof in the skylight room.
- Played around with the _minlight setting in the worldspawn, decided to keep it at 20 (same as before).
- Made some medium and small sized pipes to use as detailing on the roof and floor of the generator room.
- Deleted some small brushes around the top of the pillars in the two main areas that i had added earlier (they didnt look right).

Sunday 25th
7:50am - 10:10am = 2h 20min

*Notes*

- Caulked and made detail more small brushes (still not done them all!).
- Changed the intensity of the white spotlights in the skylight room.
- Made more pipework for ceiling of the generator room.
- Modified the wall pipes in the skylight room.
- Did some more work on the comm relay room, adding the central platform, supporting pillar and pipes.
- Made a tentative lighting setup to test out how the lights work in the comm relay room.
- Compiled.

Monday 26th
9:30pm - 1:15am = 2h 45min

*Notes*

- Caulked and made detail the last of the small brushes that i could find.
- Enlarged and opened up the comm relay room.
- Settled on a design for the interior of the comm relay room.
- Started adding huge numbers of cylinders to the comm relay room as part of its design.
- Again in the comm relay room enlarged and modified the central platform.
- Added a few more small lights in the skylight and generator rooms.

Tuesday 27th ***Extended time do to Lazarus being busy this week***
4:30am - 6:30am = 2h

*Notes* 

- Continued to work on the comm relay room.
- Started properly constructing the comm antenna.
- Heightened the comm antenna and surrounding skybox.
- Added some structural elements to the top of the comm relay room (now open to the sky).
- Added spotlights to the above structural elements to help with lighting the dark upper parts of the room (or shaft, should i say).
- Compiled.

Friday 30th ***Extended time do to Lazarus being busy this week***
10:15am - 2:00pm = 3h 45min

*Notes*

- Expanded the comm relay room again.
- Adjusted the positioning and size of the pipes in the comm relay room.
- Made up some new textures with more of a 'red light' theme for the comm relay room, to make a change from the orange and yellow of the generator room.
- Did a lighting test on the comm relay room with some red lights.
- Compiled.

Saturday 31st ***Extended time do to Lazarus being busy this week***
9:15am - 3:30pm = 6h 15min

*Notes*

- Made several new textures and shaders for the comm relay room.
- Again experimented with the lighting in the comm relay room.
- After alot of deliberation and thought, i decided to REMOVE the comm relay room. It just wasnt working out.
- Started work on another idea i had had, an extention to the generator room.
- Settled on the architecture and textures for the extention room.
- Made the walkway and two sets of stairs so you can get down to the main level of the generator room.
- Made the big generator thingy in the middle of the extention room.
- Added lighting and some detail pipes to the generator extention room.
- Added some more machinery noises to this extention room, so they are the same with the main generator room next door.
- Compiled.
- Replaced _minlight 20 with ambient 25, the map was just too dark in the upper levels. Will redice the ambient a bit, its slightly too bright.
- Compiled again.

Monday 2nd (February) ***Last Day***
8:30am - 3:20pm = 6h 50min

*Notes*

- Started adding pipe detailing to the generator extention room.
- Decided to add some more of those rotating glowy turbine things that i had made earlier.
- Added more detailing to the large generator in the center of the room.
- Added railings along the walkways and stairs.
- Started a rough outline of some maintainance tunnels that will run between different areas of the map.
- Fiddled with the lighting in the generator extention room.
- Completed the maintainance tunnels.
- Made many new textures, including some decals.
- Added a cool little surprise for anyone who goes to explore the maintainance tunnels! (Looks like some maintainance guys managed to get in there with some alcohol...)
- Changed the ambient in worldspawn to 18.
- Copy pasted some of those chairs that were on the balcony, into the skylight room along with those plant models.
- Made some ticket terminals to go in the center of the skylight toom, so the room is now like a shuttleport waiting lounge (it didnt seem to have a well defined purpose before).
- Started work on a passanger shuttle to replace the X-Wing in the landing bay.
- Made even more new textures specifically for the shuttle, including part of the Map-Craft logo as a nice little reference.


Monday 2nd (February) ***Last Day***
5:00pm - 8:30pm = 3h 30min

*Notes*

- Continued to work heavily on the shuttle.
- Changed the ambient to 20.
- Made a few more new textures and shaders for the shuttle.
- Finished the passanger shuttle.
- Replaced the X-Wing with the new shuttle.
- Compiled.
- Made a few slight texture adjustments.
- Changed the ambient back to 25.
- Fixed some rotating parts in my turbines, the ones in the generator extention room werent working properly.
- Added a rocket launcher and ammo.
- Replaced the blaster pistol in the generator room with a bowcaster (i seem to remember someone else mentioned that would like to see a bowcaster).
- Added an info_player_intermission.
- Compiled.

=========================
NOTES FOR THE NEXT MAPPER
=========================

The balcony still needs scripting so that it falls down when the supports are destroyed. unfortunately i dont really know much about scripting so i didnt 
touch this area of the map. Also, i removed the X-Wing and replaced it with a passanger shuttle i built. But if anyone feels that they would rather have
the X-Wing back, all you need to do is put it back in. I also left the clip brushes for the X-Wing below the landing pad, should you need them.

I had some trouble getting the ambient lighting just right, and i didnt really like the way _minlight worked. Ordinarily in this type of map i would have
made a sun entity to cast the nighttime light, but since mush of the lighting had already been done, i thought it best not to mess around with it.

Also, the caulk box around the map is probably necassary. Since alot of different mappers have handled this map, there have been a few problems with different
areas not sealing up properly and allowing leaks. Also note that player spawns still need adding, although i presume this will probably wait untill the final 
mapper gets ahold of the map.

Also, dont forget, the map still needs some music!

Thats all i can think of right now, although sorry i am a little late handing the map over!

Good luck and happy mapping Lazarus!
------------------------------------

-=-=-=-=-=-=-=-=-=-=-=-
Where is Lazerus's Log? //Crazy
-=-=-=-=-=-=-=-=-=-=-=-

//Crazy's Second Round!!! Mwahahaha!!!

2/10/09
7:00 PM -- 8:45 PM
-Added Garage
-Added Mah HotRod Speeder to the Garage
-Fixed scriptrunner setup

2/11/09
4:55 PM -- 6:25 PM
-Added more design work to the first room
-New Easter Egg: Crazy's X-Wings (More on this later)

2/12/09
9:05 PM -- 10:45 PM
-Did some work on the Otana

2/16/09 (Was the weekend that long?!)
11:53 PM -- 12:48 PM
-More work on the Otana

2/17/09
10:55 PM -- 11:30 PM
-Started the landing gear for the Otana

2/18/09
3:05 PM -- 5:05 PM
-Finished landing gear for Otana
-Finished turrets
=TODO: Add the signature A!

2/19/09
7:20 PM -- 8:20
-Detailed things that should have been detailed
-Imported the Otana (finally)
-Changed part of the floor grating under the Otana, so the landing gear wouldn't clip it
-Compiled

2/21/09
9:40 AM -- 10:00 AM
-Signature A should work now
-Started work on the blast doors

2/22/09
3:00 PM -- 3:32 PM
-More work on the blast doors. Should be finished when I make the script.

2/23/09
9:00 PM -- 9:53 PM
// Crazy's New Totals
TODO


============
NAB622's log
============
2/24/09
10:58 PM - 2:47 AM (next day)

- Fixed the top of one of the crates (texture was mis-rotated).
- Found one door that could be areaPortaled, and portaled it.
- Changed the floor in the main area to be much friendlier on the FPS. Used
a decal shader to cheat.
- Prepped the grate for a new script, capped off the ends of the breakable
metal.
- Did a lot of triangle reduction without changing the way the map looked.
(Decal shaders on the floor and walls)
- Raised the elevator behind the Otana a little bit so players without force
jump can get up easier.

2/25/09
~11:00 PM - ~3:00

Various changes that I can't remember.

2/28/09
No idea when I started

- Started labeling doors for scripting and created a mental layout.

Lost track, don't care...XD

2/29/09 - ...4/15/09?

- Created a spawn system for duel gametype.
- Made the shaders and shader remaps for the doors.
- Created a new console shader, which is remapped into the game so it only appears on this map.
- Created a flyby out of Nozy's shuttle.
- Created a whole new room on the lower level.
- Modified the falling balcony.
- Created an FFA spawn system.

4/15/09 - 6/23/09 (random time intervals)

- Removed the lightmap from the green door shaders due to a remapping bug. Manually lighted them with a $whiteimage and RGBgen.
- Modified the shuttle's flyby - moved it to the skyportal because of bugs galore.
- Deleted everything and saved (just kidding).
- Fixed up a few random bugs.
- Did several compiles before choosing a final one and doing it.

6/24/09 - 8/9/09 (again, random time intervals)

- Finished the falling balcony.
- Added destructible crates and things in a few areas.
- Fixed up the spectator teleporting system.
- Added ONE secret.
- Made a great many scripting changes.
- So much more.


=======================
Total Combined Time

Lou: 8:30
Crazy: 6:17
Mr. Wonko: 8:10
Jedi_Mediator: 16:17
Exonimus:7:15
Nozyspy: 40:05 (Yes, seriously!)
CrazyII: 6:25
NAB622: ...30:00...?

Total: 100:17

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ABSOLUTELY no use of or modification of the contents of the .pk3, without permission of the participant responsible for its creation. You will most likely be granted its use, but please ask first!
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THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN, OR
LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LISCENSORS. NEVER GONNA GIVE YOU UP, NEVER GONNA LET YOU DOWN, NEVER GONNA RUN AROUND AND DESERT YOU! YOU JUST WON THE GAME!