co_umbra by Kalessin co_umbra is a large combat which features long, wide corridors with moderate cover and high ceilings. Despite the apparent advantage the marines may have, the aliens can utilise the extensive ventilation network and the many concealed ambush points to hamper the marine's progress. There are three routes linking the alien half of the map to the marine side, each route converges in the centre of the map where most of the action takes place. Because of the size of the map, it is important that the marines play aggressively to be able to secure a victory. Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 145/400 9280/25600 (36.3%) planes 4662/32768 93240/655360 (14.2%) vertexes 12197/65535 146364/786420 (18.6%) nodes 5059/32767 121416/786408 (15.4%) texinfos 5886/32767 235440/1310680 (18.0%) faces 8775/65535 175500/1310700 (13.4%) clipnodes 10320/32767 82560/262136 (31.5%) leaves 2581/8192 72268/229376 (31.5%) marksurfaces 11684/65535 23368/131070 (17.8%) surfedges 40389/512000 161556/2048000 ( 7.9%) edges 21051/256000 84204/1024000 ( 8.2%) texdata [variable] 4900/4194304 ( 0.1%) lightdata [variable] 1560849/6291456 (24.8%) visdata [variable] 53694/2097152 ( 2.6%) entdata [variable] 56849/524288 (10.8%) 86 textures referenced === Total BSP file data space used: 2881488 bytes === Many thanks to everyone who helped test this map, it has come a long way since its initial release and none of this would have been possible without you! Thankyou!