Finally, after all this time, it's done. All you guys (or those that remember my empty promises about the release haha),
have probably wondered why it was taking so long. Roughly said, there are four main reasons: personal IRL reasons, the little "episode" between me and mappy(if anyone remember it), lack of motivation and 1000 different errors no matter how clean the entity work or geometry seemed to be.
But just a little information: me and mappy are friends again :)

So before you play the map, please be kind and take your time to read this.
It won't take long time, I promise! 

I want you to be aware that I'm still not completely satisfied with this map. I wanted to 
do alot more with it, ie. more details/models/etc; more and longer levels, a bonus stage and so on.
But unfortunately, as we all know, the engine is more than 10 years old - and with age comes limits.
I've hit multiple limits several times no matter what, which forced me to scale down geometry, remove details
and generally simplify the "bad" areas even more. I would even go as far as saying that this map almost defines
the absolute limits of the whole HL-engine. Not regarding brushes and entity systems (those are actually pretty simple in the most parts of the map),
but the clipnode-, the brush entity- and the plane-count are pretty much the highest you'll reach
in CS without getting errors. I think it's pretty easy to see on the BSP-size aswell lolololol...

And now we are talking about errors; the first level is filled with "Leaf portals saw into leaf"-errors (you'll probably only know what that means if you're a mapper yourself :D),
and those places causes some House-of-Mirrors when looking at them from certain angles. Believe me, I've tried all different kinds of HINT-brush placements, func_wall'ing and -maxnodesize values you'll ever imagine in your most mentally disturbed dreams, but I couldn't help it. 
At last I realised that those errors had come to stay, unless I removed parts of the map ofc (which I obviously didn't want to^^), so I let them stay there. I know, I know all you pro mappers, it makes the map look uglier and bla bla, but it's not really anything that affects the gameplay)

Besides the visibility-errors, I have tested the map very often and it seems to be bug-free nonetheless. If there aren't enough spawnpoints, you can always add some with Ripent. It's really not that hard when you get the hang of it ;)
At last I want to, for the third time in this release, give a big, fat hug and say thanks to everyone who have helped me fixing errors, giving me ideas and built their own level for this map.
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Now just lean back, get your hand up those pants, grab your mouse with it instead and surf the shit out of surf_zelda_v2!



P.S. I'll probably do one more map sooner or later, but neither the theme or the time of release is decided yet lol.


