///////////////////////////
//     TMU - SubMetro    //
// ===================== //
//      by Szico VII     //
//     15th June 2011    //
//                       //
///////////////////////////

MAPPED BY Szico VII
ORIGINAL MAP: SmoKE_89
MSN: szicovii@gmail.com
E-Mail: szicovii@gmail.com
AIM: Szico VII
www.map-craft.com


The Matrix Unleashed - SubMetro
=======================
New Textures: Yes
New Sounds: Yes
New Models: Yes
New Scripts: Yes
Bot Routing: Yes
Gametypes: FFA,TFFA,Duel,Powerduel, CTF

Total Brushes: 4843
Total Entities: 630
Build Time: 4 months
Compile Time: ~10 Minutes.

Console command to run map on server: "map tmu/submetro"

============================================================
Map Installation : Unzip the file TMU SubMetro.pk3 
                   into your Jedi Academy/GameData/Base directory, and you're all set to go!

(EDITORS ONLY:)
Source Files: Unzip the contents of TMU SubMetro Source.zip into your Jedi Academy/GameData/Base folder
	      and add 'tmu_submetro to your shaderlist.txt
============================================================

NOTES:

Originally created for the Matrix Unleashed mod, but was unreleased until now. Original map and design based on 
'SubMetro' by SmokE. Expanded and updated with permission. This map is released 'as-is'due to the mod itself
being deemed permanently on hold.

============================================================

Editors:

Compile Settings: -meta, -vis, -light -fast -patchshadows -samples 3 -dirty -gamma 1.05
You will need to extract files from the TMU SubMetro Source.zip to access this map fully in the editor.

External Lightmaps: This map uses a few external lightmaps which are a bit convoluted and require editing
of the shader files after every compile. For more information see here:

http://sgq3-mapping.blogspot.com/2009/01/using-hi-resolution-external-lightmap.html


============================================================

Known Bugs:
- Bots will occasionally get stuck in the water or kill themselves in the elevator.
- Several light sources fail to disappear after lights are destroyed due to AN unavoidable q3 limit
  (MAX 4 dynamic lights per surface)
- No dynamic lighting on surfaces with external lightmaps.

~Szico VII~
