  +---------+
-=| GENERAL |=-
  +---------+

Parpax is a map for the open source games Tremulous (http://tremulous.net/) and
Unvanquished (http://unvanquished.net/).

    Author: Maximilian 'Viech' Stahlberg
            contributors see COPYING section

    Title : Parpax

    Short : parpax



  +------------+
-=| VERSIONING |=-
  +------------+

a** - Alpha  : Early versions that are used for non-public testing purposes.
               Don't publish - required attributions might be incomplete!

b** - Beta   : Public testing versions that need some further adjustments.

c** - Compat : Releases that are fully compatible with Tremulous.

d** - Delta  : Testing versions for the conversion to Unvanquished.

r** - Release: Final releases for Unvanquished.



  +----------+
-=| CREATION |=-
  +----------+

This map has been made with free open source software only:

    Archlinux   (https://www.archlinux.org/)
    Audacity    (http://audacity.sourceforge.net/)
    GIMP        (http://www.gimp.org/)
    ImageMagick (http://www.imagemagick.org/)
    NetRadiant  (http://icculus.org/netradiant/)
    Q3Map2      (http://shaderlab.com/q3map2/)
    VIM         (http://www.vim.org/)



  +--------+
-=| SOURCE |=-
  +--------+

The source for this map (.map file) is included and is available under a
copyleft license (see COPYING).

If you want a copy of .xcf texture resource files ask me and I'll give them to
you under the same license as the textures.



  +---------+
-=| COPYING |=-
  +---------+

about/*
gfx/*
levelshots/*
maps/*
scripts/parpax.particle
scripts/parpax_custom.shader
scripts/parpax_ex.shader
scripts/parpax_exm.shader
scripts/parpax_pk01.shader
sounds/parpax/crane.flac
sounds/parpax/humming.flac
textures/parpax_custom_src/*

    Author : Maximilian 'Viech' Stahlberg

    License: Creative Commons Attribution-ShareAlike 4.0 International License
             (https://creativecommons.org/licenses/by-sa/4.0/)

             You may apply (at your opinion) the terms of any later version of
             this license.


scripts/parpax_evillair.shader
textures/parpax_evillair_src/*

    Author : Yves 'evillair' Allaire (http://evillair.net/)

    License: Creative Commons Attribution-ShareAlike 4.0 International License
             (https://creativecommons.org/licenses/by-sa/4.0/)

    Changes: The .shader files have been merged together and modified by Viech
             eq2_baselt03_blue.* is a copy of eq2_baselt03.* with modified hue
             eq2_baselt03_blue.blend.* is a copy of eq2_baselt03.blend.* with modified hue
             eq2_baselt03b_blue.* is a copy of eq2_baselt03b.* with modified hue
             eq2_baselt03b_blue.blend.* is a copy of eq2_baselt03b.blend.* with modified hue
             The texture format has been converted

    Source : http://www.evillair.net/v2/index.php?option=com_content&task=view&id=28&Itemid=43


scripts/parpax_pkw.shader
    Author : Thomas 'illwieckz' Debesse (http://gg.illwieckz.net)

    License: CC0 1.0 Universal Public Domain Dedication
             (https://creativecommons.org/publicdomain/zero/1.0/)

textures/parpax_pkw_src/*

    Author : Philip 'Blazeeer' Klevestav (http://www.philipk.net/)

    License: Creative Commons Attribution 3.0 Unported License
             (https://creativecommons.org/licenses/by/3.0/)

    Changes: The texture format has been converted

    Source : http://www.philipk.net/


sounds/parpax/beep.flac

    Author : JustinBW (http://www.justinwasack.com)

    License: Creative Commons Attribution 3.0 Unported License
             (https://creativecommons.org/licenses/by/3.0/)

    Source : http://www.freesound.org/people/JustinBW/sounds/70106/


sounds/parpax/elevator.flac
sounds/parpax/elevator_start.flac
sounds/parpax/elevator_loop.flac
sounds/parpax/elevator_stop.flac

    Author : TwistedLemon (www.twistedlemon.nl)

    License: Creative Commons Attribution 3.0 Unported License
             (https://creativecommons.org/licenses/by/3.0/)

    Changes: The sample has been cut and slightly modified by Viech

    Source : http://www.freesound.org/samplesViewSingle.php?id=563



  +-----------+
-=| CHANGELOG |=-
  +-----------+

16.08.2012 / Beta 1
    - First release

17.08.2012 / Beta 2
    - sounds/parpax/crane.wav has been added to COPYING section.
    - The emergency exit has been removed, the room behind the elevator shaft
      stays and has a normal door now.
    - One of the ladders in the elevator shaft and the hole towards upper
      storage has been removed.
    - The ventilation shafts don't reach the human base anymore.
    - Spectator teleporters have been added for easier navigation (thanks to
      Odal).
    - The lower regions of the stairs have been made brighter (thanks to Xedoh).
    - A box has been moved in long hall so humans have more space to move there.
    - The cage at the highest platform of the stairs has been removed.
    - Human default has a few crates at the side entrance now (last three:
      thanks to Nightmare).

31.08.2012 / Beta 3
    - The human default base has been replaced with a completely new room.
    - Advanced marauders (and crouching humans) are now able to enter long hall
      via pipe shaft in order to defeat campy human bases there (thanks to
      Ingar).
    - Added "steps" in elevator shaft so goons can exit it (forgot who proposed
      this, sorry!).
    - Some textures have been replaced with the goal to have an independent .pk3
      file eventually.
    - A bug has been fixed which denied building in some regions in elevator
      room.
    - A bug has been fixed that lead to humans surfing at the top of the
      elevator car (thanks to /dev/humancontroller).
    - A region where the void was visible was fixed (/dev/humancontroller).
    - Leftover map regions (from Beta 1) have been removed.
    - Lighting in short hall and long hall has been changed from entity based to
      shader based, lower storage (former name: front storage) will follow.
    - Lighting at the bottom of the elevator car has been improved
      (/dev/humancontroller).
    - The directory containing sounds is now named "sound" instead of "sounds"
      to comply with the standard layout (/dev/humancontroller).
    - The baked in turret model has been added to COPYING section.
    - Removed the background sound as it was registered as the level's music
      which lead to annoying noises for some players. Background sounds might
      come back later on a per-room basis.
    - Some known lighting bugs (elevator) have NOT yet been fixed, these will go
      in a later release.

26.11.2012 / Beta 4
    - New areas: "O-stairs", "tank room", "hangar". They form a third connection
      between the lower and the upper floor (thanks to Menace and `Ishq).
    - The area "stairs entry" has been replaced with new areas ("missing tank
      room", "windowless room").
    - "upper sorage" now connects to the new "tank room" instead of "unnamed
      hall". The latter has been removed.
    - "ventilation room" now connects to the stairs (new name: "D-stairs").
    - The elevator car and shaft have been modified. The hole in the ceiling of
      the car has been centered and the car is now open at the back. The car
      moves a lot faster.
    - The girders in lower storage have been removed and the room isn't as tall
      anymore. The door towards "lower fork" has been removed, the latter has
      been renamed to "unnamed room" since it doesn't fork anymore.
    - The huge shutter doors between power distributor and lower storage open
      significantly faster.
    - I've added an alternative layout named "aggressive" where aliens start in
      upper storage and humans in lower storage. If it works out it might become
      the default layout.
    - More textures have been replaced and included in the pk3 file.
    - Lights have been scaled up by 10%.
    - Probably a lot of bugfixes and minor improvments that I forgot about.

01.03.2013 / Delta 1
    - Most textures have been replaced with modern textures that include normal
      and specular maps
    - Alternative layout has been removed
    - Lower and upper storage are connected by a hole in the floor (thanks to
      Meisseli)
    - Human default has been weakened in several ways, including another
      entrance towards D-stairs (thanks to clans DDOS and pk for their scrim)
    - Lower storage and O-stairs have been connected with a short path
    - The girders at the upper ends of the ventilation shafts now allow tyrants
      to attack

? / Delta 2
    - ?

01.05.2014 / Delta 3
    - ?

? / Delta 4
    - ?

? / Delta 5
    - ?

09.07.2020 / 2.6.0 (Delta 6)
    - Relicensed the map and custom assets from CC-BY-SA-NC 3.0 to
      CC-BY-SA 4.0.


  +---------+
-=| CREDITS |=-
  +---------+

The following people and projects have made this map possible. Thanks to ...

- Dark Legion Development (Tremulous) and Unvanquished Developement
- id Software for their open source releases of game engines
- all people who worked on ioquake3
- Tr3B for the XreaL renderer
- Randy 'ydnar' Redding (http://shaderlab.com/) for q3map2 and his textures
- the people at http://www.alientrap.org for NetRadiant
- Yves 'evillair' Allaire (http://evillair.net/) for his awesome texture sets
- Philip 'Blazeeer' Klevestav for his textures
- Supertanker for his crazy elevators on spacetracks
- the people behind http://www.freesound.org for their free sound library
- the alpha testing crew: 'Biest', 'mx' and 'mrQuGel'
- everyone who participated in beta testing by voting my map or reporting bugs,
  critics or improvement ideas
- everyone who works on free open source software or creates free media. You
  make the world a better place!



# vim:set ts=4 sw=4 et:
