FORT HEIMEBRATEN by blitzdoughnuts
EMAIL: doughnutsblitz@disroot.org
SITE: https://blitzdoughnuts.vern.cc

Started on 12/12/2025.
FINAL VERSION 1, made on 1/3/2026.

This is my first Cube 2 map I made out of boredom. Had quite a bit of fun making this, and I tried making it playable. Here are some notes about this level:
- Completely public domain, using a mix of original and borrowed assets. See licensing information below.
- Supports all modes, but CTF is NOT recommended due to the map's asymmetry and size, play Hold or Protect instead.
- Has decent bot waypoints. They don't work perfectly (e.g. don't wanna grab the Yellow Armor often, don't use the Quad Cove booster) but they're serviceable.
- Has ONLY custom textures and models.
- Recommended player count is 4-8. Larger player counts could benefit from Efficiency or Regen.
- Medieval-themed level with an open outdoor area and tight indoor areas.
- Has pistol, shell, bullet, rocket and rifle ammo. No grenades.
- 5 Capture bases in the interior, lounge, overpass, mid-bridge hall, and Quad Cove.
- Has 1 health boost and 1 quad damage :)
- Has 3 teleporters: one under the stairs of the Interior leading to the outdoor lounge, one in the overpass foyer leading to the Quad Cove, and one in the Quad Cove leading to the castle edge. All destinations are marked with a blue magic pattern and a blue light.
- At least 2 levels of elevation are present in the significant areas.

P.S. make a libre Cube 2 fork already!!!! And not one that's scummy and incorporates Steam BS like Tomatenquark! If someone does this I would be glad to see my level in there :D

== INSTALL DIRECTIONS ==
Simply copy the packages folder to your Cube 2 installation or in your Cube 2 home directory (~/.sauerbraten), then you can load map "heime" to play. A properly installation should look like this:

- Cube 2
  - packages
    - base
      - [ heime.* ]
    - blitz
      - [ textures ]
    - models
      - blitz
        - [ ... ]

== TRICKJUMPS ==
Rocket and grenade jumps exempt, there's plenty of trickjumps you can do on this map.
- On top of the barrels outside, you can rifle jump to the Overpass stairs.
- With the tall torches at the Lounge near the castle wall parallel to the main entrance, you can do pistol jumps to said wall, or to the Overpass. If you're not good at pistol jumps, use the rifle.
- You can jump onto the tree outside from the lounge, then do a shotgun / rifle jump to reach the castle wall with the teleporter exit.
- At the mid-hallway, you can jump up to the opening leading to the rightmost ledge in the main interior with literally any weapon.

== FAQ ==
Q: Don't you hate proprietary software? Why did you make a map for Sauerbraten of all things!?
A: Yes, I do. I don't even know why I started making this, I guess it was just because Sauerbraten's map editing felt pretty good. I had included all of these free (as in freedom) resources to counterbalance this, and alongside that I'm also remaking the level for a liberated Cube fork I'm making.

Q: This map sucks.
A: Not a question, but understandable nonetheless. Again, this is my first Sauerbraten map. I tried taking into account weapon balances and tried balancing the geometry, but it's certainly not the best competitive map, and I didn't really put too much attention to the decoration and "wow" of the map, I know the engine is capable of it but I wanted to make a fun map over a pretty one.

Q: Why did you put flags on the map even when it's so small and asymmetrical?
A: I did it for gamemode support. Again, CTF isn't recommended, Hold or Protect may work better. If you are asking this because you're an overcompetitive CTFer with an obsession over meta that makes tabletop players blush, consider all the other small / asymmetrical maps.

Q: What's the deal with these posters in the map?
A: They're there to remind you of better alternatives to your consumerist habits. :)

Q: Is this based on Fort Heimenacht from your Cube fork?
A: No, it's the other way around: THIS was made first, and Fort Heimenacht (and Heimenacht as a whole) was made afterwards.

== LICENSING ==
Everything in this package made by blitzdoughnuts, including the level and concept, are licensed and waived under Creative Commons 0, alongside a full waiver of all rights, given below. For additional legal details, see COPYING.txt.

Any assets borrowed are from Miloslav Ciz (drummyfish), which he has released under identical terms (Creative Commons 0). The following assets included in this package were made by him:
- All banner* textures (packages/blitz/banner*.png)
- *_proc* textures (packages/blitz/*_proc.png)

This work's goal is to never be encumbered by any exclusive intellectual property rights, it is intended to always stay completely and forever in the public domain, available for any use whatsoever.

I therefore release everything in this repository under CC0 1.0 (public domain, https://creativecommons.org/publicdomain/zero/1.0/) + a waiver of all other IP rights (including patents), which is as follows:

*Each contributor to this work agrees that they waive any exclusive rights, including but not limited to copyright, patents, trademark, trade dress, industrial design, plant varieties and trade secrets, to any and all ideas, concepts, processes, discoveries, improvements and inventions conceived, discovered, made, designed, researched or developed by the contributor either solely or jointly with others, which relate to this work or result from this work. Should any waiver of such right be judged legally invalid or ineffective under applicable law, the contributor hereby grants to each affected person a royalty-free, non transferable, non sublicensable, non exclusive, irrevocable and unconditional license to this right.*
