Velocity Maps for Alternate Fire
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Samuel "Clutz" Kerr has come up with a nifty concept called a "velocity map."  Basically, the map
is a tube which players fall through forever.  The weapons in Alternate Fire lend themselves well
to this kind of play.

Here's the technical rundown on how to make a velocity map:

- Make a hollow tube as tall as you can out of brushes or a cylinder with an inverted mesh.
- Put a bunch of trigger_teleport entities at the bottom that are targetted at a bunch of
  misc_teleporter_dest entities at the top.  (More triggers is better, but you lose the benefit
  when you make them smaller than 32x32.  The spacebar in GtkRadiant is your friend.)
- Envelop the top and bottom with thick black fog.
- Set the "velocitymap" worldspawn entity key to "1".
- Add entities to the map, and possibly overhanging bits and places to stand or whatever.  It's up
  to you.  But remember that the basic idea is that players fall.
- Make sure entities you place in the air have the SUSPENDED flag set or they'll just fall to the
  bottom and stay there.
- Compile it and play it in Alternate Fire. :)

You may want to experiment with making the gravity lower.  You can set the "gravity" worldspawn
entity key to do this.  It's measured in units/sec^2, and the default is 800.

The "velocitymap" worldspawn entity key will give players an amazing amount of vertical and
horizontal air control, and make proximity grenades go off faster after they detect a player.
It will also suppress the teleportation effect, which means players won't "feel" like they've
been teleported to the top of the map when they reach the bottom.

Have fun!