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Double Ledge Wierd Angle Intersection Wind Tunnel
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This was my entry for the Geometry Competition run by Nunuk. The map is made from 5 base textures (from the competition texture pack) plus 2 light fixtures. I have created 5 additional shaders using the existing textures within the map pak. The competition rules where that you had to create a map using 10 textures or less. The MonoLith pk3 file contains only nine.

I will admit the map has high r_speed's (Average 8k-10k with spikes of 10-12k), but it runs god damn fine on my GeForce2 card so I'm happy enough to leave it. I was tempted to remove all the excessive detail which is what normally happens, but I feel this map is about going mad with architecture, not reducing it. Warning if you have an old graphics card this map will be hard work on your system. (So don't moan, you have been warned)

The map originally started out as a very small 1 on 1 map, but sometimes things never really work how you want them to be.

The latest version is 18(R) and has a totally different item layout to the previous one. The YA's are on opposite sides of the map with the RL and MH on the other opposite diagional of the map. The RL ammo has been reduced and the original PG room has been re-designed a bit more. (Never really felt happy with the original layout) Finally, I moved all the weapons around to new locations and after more beta testing found it played alot better than the original. Big thanks to Alc over at TBH.

Spent a long time trying to get the bot file to work correctly. Finally found a use for botclip and it actually saved me some k's on the filesize. I eventually got the cluster portals down to 5 good sized regions but it could have been better.

 Credits
-ID for creating Quake 3 Arena.
-Nunuk for the competition idea.
-Alc from the TBH for suggestions on item placement.
-Nakedape for the upgrade to the secret room.

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