March 26th 1999
================================================================


Title         : Sunken Romanic

Filename(s)   : rkrome.bsp (rkdark1x41.bsp)

Description   :	Hexen2word Rival Kingdoms Map. Rival Kingdomes!
		
		

Author        : DarkRavager

Email         : d_tree@hotmail.com

Bugs/Problems : maybe? I think its perfect?
                
Installation  : 1) Just put into maps directory like any other map.


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

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

Single Player      : No
Difficulty Settings: No
Cooperative        : No
Deathmatch         : No
Siege		   : No
RivalKingdoms	   : Yes

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

Base           : Level from scratch
Editor(s) used : BSP 
Build Time     : 42 days
Compile Time   : long?
Bugs	       : Fix Trap_lightning c_code!


Copyright / Permissions
-----------------------

Hexen II(R) is a registered trademark of Raven Software.  Credit also
to id Software and Activision.

You may distribute this .BSP freely, provided you include this .txt
file and leave the archive intact. If you'd like to use this level
in any other way, please contact me.
 
If this file adversely affects your, or anyone else's computer system,
I do not accept liability either in negligence or any other type.
You have voluntarily accepted any risks of damage that may result
from their use.  Any loss you suffer from these efects is non-
recoverable from me, and this includes financial, economic, or
consequential loss.

Noone may use this map as a base for any other map without asking for and recieving 
permission from me.

=============================================
*BELOW=ORIGONAL BUILD NOTES BY AUTHOR*


rival kingdoms.
started December 15th. 1998
finished March 26th 1999

MAPNAME: Sunken Romanic

stuff:

TODO:
------


LOG
rkdark1x0.map
		-small stuff
rkdark1x1.map	
		-working on main middle layout.
rkdark1x2.map
		-More middle layout.
rkdark1x3.map
		-doubled middle from one side to other.
rkdark1x4.map
		-Added temple and underwater thing.
rkdark1x5.map
		-working on colluseum for mid.
rkdark1x6.map
		-more work on colluseum
		-made pathways between levels and arches to inside
		-large increase in vis time 1200
rkdark1x7.map
		-adding another underwater temple.
		-3 breakable brushes atleast in oddshaped collum
rkdark1x8.map
		-added base and bathhouse and another base building.
		-changed some large face textures to 2*x,y . fixed corners on colloseum.
rdkark1x9.map
		-added crown room. stairs to it.
		-more work on base
		-texture stuff
rkdar1x10.map
		-added watertunnels to bathhouse.
		-altered entrance to team areas. added 2 extra hidden exits. added door.
rkdark1x11.map
		-added stairs to 2 extra exits..
		-changed hallways to 1st temple room and zigzag to water room
rkdark1x12.map
		-fixed/changed climb pillar in 2nd underwater temple. added roof exit to it.
		-added some more ceiling to sides of middle.
rkdark1x13.map
		-working on adding middle pit
rkdark1x14.map
		-still working on pit and adding more of waterway to it from base.
		-adding MAZE
[rkmaze1.map] maze submap
		-Merged map in.
rkdark1x15.map
		-1st try to double map.
		-merged.
		-ODD FALL THOUGH FLOOR ERROR
rkdark1x16.map
		-2nd try to double map.
		-got
		MODEL: *7
		************ ERROR ************
		SubdivideFace: didn't split the polygon
		-changed low .5 scaleing on pillars and stuff to 1.0
		-changed origin on doors. to proper.
		-STILL FALL through floors!~
		-RE-DID hallways to bases. still error.
		-compiles with mpqbsp(non __alpha) only baase errors.
		-still errors
rkdark1x16t.map
		-trying without colluseum WORKS!

rkdark1x17.map
		-GOOD MAP.
		-added door to crown rooms.
		-redid levels on water -8units.
		-finished waterway to pit from teama.
		-textured bases to teams.a bit.
rkdark1x18.map
		-fixing textures and adding return from jailmaze
		-added breakwalls to underwater temples.
		-added start and user teleports
rkdark1x19.map	
		-texture fix colums.
		-added temp colluseum.
		-adding team ents doors and stuff
		-added most of team b.
		-added ZAPPER to team b frontdoor
rkdark1x20.map
		-changing over to RK NOW.testing in rk.
		-added key to temple1
		-added pit doc ,exit rotator,cage...etc. needs lockpass.
rkdark1x21.map	
		-changed shape of rotator.
		-works
rkdark1x22.map
		-adding a start room(temp) and start buttons doors.		
		-made start buttons with message,killable after game start 
		-added simple start door block to test.
rkdark1x23.map
		-added more start door blockers.
		-adding crowns and lifts.
		-deled centaur for now.
		-full start setup enabled.
rkdark1x24.map
		-mirrors base entities.
		-mirrored tbodoors and lightning zapper and pils
		-mirrored temple1 ents.
		-doing maze jail.
		-added misc items to test with in middle.
		-fixing small entity field bits.
		-DONE. ask for comments before touching again.
rkdark1x25.map
		-made crown door work with key and reclosable with bars/break.teamb
rkdark1x26.map
		-adding fakebars to prevent kill and reclose of crown door befor key is used.
		-must use key first to allow bars to break. unless fireballs?
		-thinned temple1 doors away from wall.
rkdark1x27.map
		-teleports to/from colluseum. 
		-workingon colluseum. simple. ready for tests.

rkdark1x28.map  *Making Additions For Beta Test
		-Changing healths on door.
		-chained fall pillar to normalmove.
		-fallpillars outside. 500/500/1000
		-statue lighting 2000
		-outer main door=10000
		-secret outer doors 1000
		-dmg for lighting statues to do. 5@1sec / 30@5sec		
		-*removed test objects.mana..etc.
		-changed walkway in pit texture.
		-pit rotator 1000 health
		-*key added to pit.
		-*added illusion brush to pit.
		-*matched level of water/floor with floor in tunnel to doc.
		-*rotating grill to waterway from bases to doc
		-temple1 doors health 1000. key moved uptop.
		-temple jail return wall is 300 health
		-temple2 wall is 400 health,top exit 300health.
		-base keysave pillars health 500
		-crown door pillars. changed to funcdoors. duped. health 1000
		-bathhouse doors 1000 health
		-woodgate to inner base 2000 health
		-*changed button to get into base. useable trigger.lowered by 16.
		-changing sauna(armory) blocker. invis-invinc break brush.
		-Reclose crown slab is 500 health
		*crash
		-targeted nulltargetnames
		-added 1 light.
		***compiled with kor qbsp2.exe
rkdark1x29.map
		-added new spawnflags and stuff for rk from kain.
		-*blocker grill from water way into outer team area health 2000
		-*added jail return teleport from small underwater temple.
		-*added key to maze and illusion wall.		
		-*2 icons added to each larger temple under water.
rkdark1x30.map (BAD BAD)
		-imported START ROOM
		*odd duck/entity error
		-fixing a few mistakes. siegecrowns. alignment. 
		-*crown door pillars now breakable brushes.
		-mainbasedoor triggers doc on death
		*odd duck/entity error
rkdark1x31.map (GOOD)
		-*deled waterway in baraks.
		-*deled mirror image of start room
		-realigned tex on start doors
		-*removed RK start room . replaced with simple.
rkdark1x32.map
		-fixed key spawns.
		-*re-leveled walls for tunnels out from middle.
		-textures.
		-Added weapons to armory and triggers to open.
		-added hook
		-added fish
		-fixed doc
BETA TESTING on rkdark1x32.map
		num_edicts:390
		active    :390
		view      :282
		touch     :217
		step      :  4


rkdark1x33.map
		-breakablebrush2 for crown door chains.
		-tweeking waterfalls.
		-working on sideway to team A,athena,blue,team2
		-working on sideway to team B,Ceaser,GOLD,team1
		-cleaning brushes/redo from baraks.
		-tweeked outer brushes for pit maze join.
rkdark1x33t.map--(bad)
		-redid ent to base
rkdark1x33u.map--(bad)
		-cleaning up massivly.
		-redid a tunnel. side tunnels...etc
rkdark1x33v.map--(good)
		-redid bad brushes waterdoors.(FIXED ERROR)
		-fixed  chanced brushes health target
		-*added finish brushes to side tunnel floor.10brushes.
		-made teleport to jail random.
		-ondeath to front doors->armory.
		-mega cleaned more brushes. 

rkdark1x34.map (GOOD)
		-texture fixing. in tunnles
		-*adding stepup from tunnel to first water temple room. 2x
		-texture change for base stairs.
		-health change for statues
		-%adding 2 statues to each base out.
		-*added door to end of tunnel. x2
		-*merged more brushes from outside floor.
		-%added 2 extra tigers, 2scorpions.2spiders
		-changed pit rotator colors. teams.

rkdark1x35.map (GOOD)
		-fixed side door textures.
		-changed monster healths.
		-added 1 fish per side
		-added 8 glyphs per armory.
		-fixed waterblock thingtype
		-*Made large udnerwater tunnel plate remove magic blocker from (3e) x2
		-**Possible fix to lightning. added target for it by default.
		-raised walls in bathhouse to ceiling. both teams
rkdark1x35t.map (GOOD) BETATEST2->rkrome2.bsp
		-waterblock protector fix
		num_edicts:436
		active    :436
		view      :318
		touch     :257
		step      : 12

rkdark1x36.map
		-1st lighting.
		-changing start room.
rkdark1x37.map
		
		-more lighting. finished side and center. bases.
rkdark1x38.map
		-more lighting. done pit.
		-*added water brush to waterfall for sound.
		-doc cage button deactive from start.
		-added ambient sounds to outside and pit base.
rkdark1x39.map  (edict overflow)
		-Lights 262
		-more lighting		
		-doing maze lights.
		num_edicts:512
		active    :495
		view      :334
		touch     :274
		step      : 18
rkdark1x39t.map (good enough)
		-lower edicts.
		-deld 8 light_thunderstorms
		num_edicts:469
		active    :469
		view      :341
		touch     :280
		step      : 18
		-deld 18 x2 (36 fx_smokegenerators)
		num_edicts:433
		active    :433
		view      :305
		touch     :280
		step      : 18
		-deld 10 sound_ambient. (-10)
		-added 4 light_thunderstor with lighting. all linkd. (+4x)
		-deled 2 colluseam teleports. coltel2b and coltel1a (-4)
		-added 1 key spawn to coluseum
		-added 1 jail spawn to coluseum
		-added 1 golum to colusem instead of centaur.
		num_edicts:429
		active    :429
		view      :301
		touch     :277

rkdark1x40.map	(rkrome3.bsp)
		-change lightning frequency. radius.
		-changed abslight on waterdoors. fixed some minor texture stuff.
		-added lights to crown.
		-added jail/maze death
		END LINE IS 398

rkdark1x41.map	(rkrome.bsp) Final name = rkrome.bsp
		todo:
			-fixed.lowered teleport in coluseum
			-fixed.change return teleports to door blocked teleport for random.
			-fixed.lightning. add wait=1. and delay=5. (work?)
			-fixed.health on doors/spiders.
		
========
ENTITIES.and triggers.`
null1light 2= null for thunderstorm startroom.
null5light 6=center thunderstorm.


key = Throne Room Key
"TEAMB = Defender" = team1 = siege_team 1
"TEAMA = Attacker" = team2 = siege_team 2
"Teleport destination return from jail for teamb. " targetname=jailreturnb
"Teleport destination return from jail for teama. " targetname=jailreturna

fx_ridr1 =rider fx
fx_ridr2 =rider fx
DEBUG: tazapend1,tazapend2,tbzapend1,tbzapend2. (fixed zappers of lighting)

NullTargetName = dont target this.
docsword = targetname for DOC SWORD

mazehurt1 2 3=triggers/relays to hurt in maze.

doccagebutton = the button that opens cage stuff. targeted by activeate via 'docsword'
freedoc = trigger free the doc sword and rotate exit platform.
doccase = the case targetname (has health of 64000, close to indestructable?) 
		but doesnt matter since it has other bars. that break.
/
gamestartcounter=the counter that buttons trigger to start game
dostartgame=targetname of the stuff to do to start game. (ie start timer...doors..etc).
resetstartcounter= targetname of counter to hit to restart counter count. (togglable start buttons).
startbutton1 =targetnames for buttons to press to start game. for use.
startbutton2 =
startbuttonmessage = multi trigger with message.
\
coltel1a=teleport in/out of coluseum
coltel1b
coltel2a
coltel2b
\
"TEAMB Target/names!"
/
tbbdoor3 = rotating pillar to safe area.
tbbdoor2 = bath door
tbbdoor1 = gate to inner main area of base.
\
/
tbodoor1 = main door to all of team b area. from outside.
tbodoor2a= a of secret cliff exit/ent to  base area.
tbodoor2b= b of "
\
/
tbopils=pillars outside base area entrance.
tboblockent= relay that triggers kill and fall of top pillar
\
tbt1door1=temple1 doors
tbt1door2=" "
/
\
~tbtrapdoor1 = targetname for side trap door on first area outside main base. to spike pit.
~tbtrapdoor2 = targetname for side trap door on first area outside main base. to spike pit.
~tbtrapdoor3 = targetname for side trap door on first area outside main base. to spike pit.
/
\
tbguardzaper1= zaper 1 for statue1
tbguardzaper2= zaper 2 for statue2
tbguardzapa= 1st relay zap
tbguardzapb= 2nd x2 relays  for zap
tbguardzaperoff= relay that kills both zappers.
/
\
tbcrownlift=targetname of lift to reach crown teamb side (should be siege_team 2 to limit)
/
\
tbcrowndoor1=big door that rises up with key. (and also protector chains x2)
tbcrowndoor2=2nd big door that replaces 1st door when chains broken again.
tbcc1=crown counter for reclose.
tbreclosecrown=relay to do stuff when reclosing crown entrance.
/
\
tbwaterd1=targetname grill on water way from team b to doc.
/
\
tbprisonreturn=return teleport to jail maze (door blocker really).
/
tbarmory2=armory door targetname. trigger to open.
tbbdoor1break=main door breaks and triggers these to do stuff.
/
\
tbts1=large temple relay stuff temple1. to main door and break side waterblock.
tbwaterb1=teama water block. 
/
*************************************************************************8
\
"TEAMa Target/names!"
tabdoor3 = rotating pillar to safe area.
tabdoor2 = bath door
tabdoor1 = gate to inner main area of base.
\
/
taodoor1 = main door to all of team b area. from outside.
taodoor2a= a of secret cliff exit/ent to  base area.
taodoor2b= b of "
\
/
taopils=pillars outside base area entrance.
taoblockent= relay that triggers kill and fall of top pillar
\
\
taguardzaper1= zaper 1 for statue1
taguardzaper2= zaper 2 for statue2
taguardzapa= 1st relay zap
taguardzapb= 2nd x2 relays  for zap
taguardzaperoff= relay that kills both zappers.
/
\
~tatrapdoor1 = targetname for side trap door on first area outside main base. to spike pit.
~tatrapdoor2 = targetname for side trap door on first area outside main base. to spike pit.
~tatrapdoor3 = targetname for side trap door on first area outside main base. to spike pit.
/

\
tacrownlift=targetname of lift to reach crown teamb side (should be siege_team 2 to limit)
/
\
tacrowndoor1=big door that rises up with key.
tacrowndoor2=2nd big door that replaces 1st door when chains broken again.
tacc1=crown counter for reclose.
tareclosecrown=relay to do stuff when reclosing crown entrance.
/
\
tat1door1=temple1 doors
tat1door2=" "
/
\
taprisonreturn=return teleport to jail maze (door blocker really).
/
\
tawaterd1=targetname grill on water way from team a to doc.
/
\
tats1=large temple relay stuff temple1. to main door and break side waterblock.
tawaterb1=teama water block. 
/
--------------
These are new specifics that can be applied to old and new entities:

"fail_chance" "x"

% of chance this entities activation fails when triggered. Set x to a number from 0 to 100, but 0 and 100 are useless: 0 means it will always be activated (no need then to use fail_chance) and 100 means it will never be activated.

Used in Siege for Excelsior (set to 90).

"impulse" "33"

For objects that need to be "used" like the elevators and defenders barracks door.

"ondeath_target" "match this to an entity's targetname"

Triggers entities with a matching targetname when it dies (or is destroyed).

Used in Siege on inner doors to trigger Tiger Room door.

"pain_target" "match this to an entity's targetname"

Same as ondeath, but triggers when hurt not when killed.

Used in Siege on Tower door to trigger Excelsior, and on

Breakable stuff to trigger the Rippler.

"siege_team" "x"

--
angles_x Rotates the object around its x-axis, which has the effect of making the sword point or the light shine vertically.   To get the point/shine to go downward, use a negative angles_x, or else one greater than 180. 
angles_y Rotates the object around its y-axis, that is the one from the back to the business end. For the light_gem this won't   do much of anything, since it's round around that axis, but for the sword it will set the hilt & blade at an angle, for a   naturalistic effect when sticking out of mutilated bodies. 
angles_z Rotates the object around its z-axis (vertical), which has the effect of making it point in a different direction in   the horizontal plane. This is basically what the angle-field does, but specifying angle will set the rotation around the   other two axes to zero.  
--
// There are some new worldspawn functions that need to be setup in your maps as well as
//  some stuff for your crowns.

On your crowns you need to make sure you set siege_team to 1 or 2
Siege_team 1 on crown means only 2 can capture it ect..

On your crown entity add the following key / value:
"capture_message" / " You have captured the Crown!"
"capture_message_all" / "A Crown has been captured!"
"target" / "fx_ridr"

You also need to add an "fx_rider" ( if it's not in your entity list just pick one close and change the classname)
"classname" / "fx_rider"
"targetname" / "fx_ridr"

Also make sure the origin is the center of the crown.

On your "Worldspawn" you need to make sure it set to:

"spawnflags" / "2" ( siege map )
"team1_level" / "1"
"team2_level" / "2"

Here is how to do it:

ONE and ONLY ONE puzzle_piece entity with spawnflag 16

random spots are info_random_spawn entities. Key will be spawned at puzzle_piece entity then moved to one of info_random_spawn

trigger_teleport_random

style  Value is a number, used for controlling changing in light-level: 
0 - default, OK for switching & shooting out. 
1 - fast slight flicker 
2 - longer steady fade in & out 
3 - erratic fade & flicker 
32-63 - shooting, switching, linking banks of lights 

team1_level" "3"
"team2_level" "3" in worldspawn
this is for intermission pic
will display romeric intermission pic
1 = meso
2 = egypt
3 = roman
4 = castle
5 = castle
6 = end sequence (part1)
7 = end sequence (part2)
8 = end sequence (part3)
9 = castle
10 = siege (1)
11 = siege(2)
12 = siege(3)

RK World fields
.float team1_level;
.float team2_level;
.string end_message_1;
.string end_message_2;
.string next_map;
.string team1_name;
.string team2_name;
//Crown:
.string capture_message_all;
.string capture_message;