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


Title         : Rival Kingdoms Strike

Filename(s)   : rkstrike.bsp (rkstrike17t.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 (latest as of today)
Build Time     : 7 days
Compile Time   : 21241.0 seconds elapsed=~6hours
Bugs	       : none?


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*

date started:March 10th 1999
date finished: March 26th 1999 (rkstrike17t release)
21241.0 seconds elapsed=~6hours

TODO LIST for rkstrike.

map name: rkstrike
rival kingdoms.

todo:


maps
rkstrike1-5.map

rkstrike6.map
		-stuff

rkstrike7.map
		-moved crown.
		-added baraks lift
		-added fish
		-added proper armory weapons/part of.
		-added gate to water.
		-widened outer room walls to not see items.
		-more crap. lots..entitiy stuff

rkstrike8.map   -new entity list
		-fixed key spawn.
		-made jail.
		num_edicts:419
		active    :419
		view      :299
		touch     :298
		step      : 38
yikes
rkstrike9.map
		-deled 4 waits on multi
		-deled 2 fish.
		-changed 16 sep ents fucwall to 1 ent. still 16 brushes.
		-changed 8 sep door ents to 4 door ents x 2brushes.
		-added 1 button to trigger the doors. -8spawn fields.
		-added 1 trigger multiple with message/wait.
		-deled 10 obstacle brushes. should have been 2 ents.
		-added 1 hurt brush instead.
		-deled 14 fish! oosh!
		num_edicts:377
		active    :377
		view      :265
		touch     :256
		step      : 22
		-finished up jail.
		-modded some item placement key closets.

rkstrike10.map
		-added secret waterfall room.both sides
		-test and add items?
		-edict count goes through roof when standing on jail plats.

rkstrike11.map
		-make multitrigger have WAIT and delay. fixed problem of ents.
		-changing door speeds in jail.


rkstrike12.map
		-new entlist.
		-modded prison return per team and added prison entry room.

rkstrike13.map
		-modded prison return. not uses siege_team
		-added good items stuff armory, cubes/icons.
		-fixed size of small closets.
		-added wog trap to doc room


rkstrike14.map
		-todo.wog possible broken.
		-fixed hook spacing.

rkstrike15.map
		-removed WOG. last map befor light. clean? i hope so. im lost...arrgh!
		-wog and item spawn code fuked! never use.

rkstrike16.map
		-START LIGHTING NOW!
		-STARTROOM LIGHTS.
		-baraks lights.
		-Outside lights.
		-jail lights.
		-lights middle
		-lighting is DONE!
		-tweeked pot/key location. up.
		-tweeked 1st key spot.
		-tweeked baraks light with wall in 12 units.
		-changed middle doors and end room floor door to use trigger.
		-added containers to 3 chests and dead guy.

rkstrike17.map 
		-breakable walk way stairs. 2 x 8 brushes.
		-lowered jail light.
rkstrike17t.map (RELEASE rkstrike.bsp)
		-fixed few str/thingtypes.
		-fixed crash on crown door with key.(made one trigger_once)
		-upped health
		-removed team1 2 _level codes. added
		
		
entities
--------

/
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.
\
/
gmd1= gold middle door #1 (end room floor)
gmd2= middle doors between top 2 rooms.
bmd1= same blue.
bmd2= middle doors between top 2 rooms.
\
/
prisonreturnblue=targetnames
prisonreturngold=targetnames
prisonentry
\
/
jplatd1=floor platforms in jail to death.
jplatd2
jplatd3
jplatd4
jaildoors=all doors to jail cells. 4
\
/
gcd1 = gold crown door 1..
bcd1 = blue crown door 1..

\
/
bbl1 =blue baraks lift1
gbl1 =gold baraks lift1
gbdoor1= " door1
\
/
barm1=armorys for blue and green side. triggered by break of wood.
barm2=
garm1=
garm2=
\
/
docplat1= 1 platform to its room.
docplat2= 1 platform to its room.
\
/
fx_ridr1
fx_ridr2
\
/
docsword =targetnames of things to do when doc. ie raise sword.
\
/

=====
// 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;

======
AND        10259(?]             10261(?]             10262(?]
   damage.hc : T_Damage
   damage.hc : T_RadiusDamageWater
lightning.hc : ThroughWaterZap
lightning.hc : ThroughWater
lightning.hc : LightningDamage
lightning.hc : do_lightning
 triggers.hc : trigger_trap_wog_go
 triggers.hc : trigger_trap_wog_use
     subs.hc : SUB_UseTargets
    chunk.hc : chunk_death
   damage.hc : Killed
   damage.hc : T_Damage
   vorpal.hc : vorpal_melee
   vorpal.hc : vorpal_normal_fire
   vorpal.hc : vorpal_fire
   vorpal.hc : vorpal_a
  newplay.hc : player_frames
<NO FUNCTION>
runaway loop error
SV_Error: Program error
ERROR: SV_Error: Program error

