Map Name: dod_sampol Map Author: haircut date: 13/05/03 Authors web page: http://www.mardymouse.co.uk Textures by: Kamikazi Kami-platinum.wad Other wad files used: dod/hlbasics.wad dod/decals.wad, valve/halflife.wad & valve/liquids.wad Instructions: Install into your DoD Directory. Description: This is a simple symmetrical map for people to use as they wish. Download the .rmf file from my website. Revision History: 1st September 2002: First Release. Capture the flag map. 7th September 2002: a) Added Panzer tank to Axis spawn area. b) Added glass to some of the windows. c) Added extra lighting to the interior of the buildings. d) Added more realistic corners to the dirt track. e) Mitred most of the corners of the buildings. 8th September 2002: a) Removed bottom sky brush and fixed any remaining leaks. b) Re-done area around Axis Tank. This allows better access to the last flag for attacking team. c) Added a locked door entity to Axis Building13, behind Panzer Tank. d) Added a capture area to the Allied Building. Re-numbered Flags. e) Added MG sandbag next to Axis Panzer tank. 9th September 2002: a) Changed angle of MG sangbag, pointing the wrong way. b) Rationalised the textures. I had used to may different textures for walls, ceilings and rubble. 14th September 2002: a) Re-done area around Allies Tank. Now the same as Axis area. b) Added a capture area to the Axis Building. Now the same as Allied building. c) Added a number of Boxies, useful for cover. d) Added MG sandbag entities in all windows. e) You can now get in to the top floor of the three story buildings. f) Added two exploding walls ... just like in dod_caen2. there are three TNT per team and only one wall per team to blow. 20th September 2002: a) Changed the water texture. b) General House keeping of the map, added clip brushs and tried to tidy up the lighting of the map. 28th September 2002: a) Reduced the hight of the two sniper towers in the spawn areas. This reduces VIS problems. b) Application of NULL texture on un-seen faces. c) Changed the direction of the light source to suit the backgound Sky. d) Removed un-used textures. e) Added scorch decals to some of the buildings. 4th October 2002: a) Reduced r_speed by placing more walls in the buildings. Highest is about 850. b) Only one player is needed to cap the areas now, time set to 8 seconds. c) Only one TNT per team now. d) Object taken sound added to the TNT. e) Replaced tank clip brush with func_wall entity covered in NULL texture. f) Added false wals to the back of the spawn areas. This stops grenades being thrown in to them from the court yard areas. f) Re-named map dod_sampol, was dod_example. 6th October 2002: a) Made it easier to see the TNT points by putting a gap in the walls. b) Made infinite repawns in info_doddetect "YES". 8th October 2002: a) Changed sky from seg3k to grnplsnt. 12th October 2002: a) Added another exploding wall each, along with another TNT to go with it. b) Added a few more walls to the inside of the buildings. c) Changed the score for a Full Map Capture from 10 points to 30. d) Reduced the damage needed to break the glass. 13th May 2003 a) Made Map DoD v1.0 compatable. b) you will need to download the dod_sampol compatability pack from the website. 31st May 2003 a) Removed the need for the compatability pack. 28th July 2003 a) Formal-ish release. NOTES: I used the latest custom build of Zoner's compiler tools (1.7 for this version) I use the NULL texture on unseen faces this reduces the size of the BSP file. My settings for the two light textures I used are: +0~LIGHT4A 200 190 130 4000 +A~LIGHT4A 200 190 130 500 Texture Light List: http://www.vlatitude.com/resources/texture_lights.php An Introduction to Lighting: http://www.vlatitude.com/tutorials.php?tutID=5 Advanced Lighting: http://www.vlatitude.com/tutorials.php?tutID=6