Powder Snow - Deathmatch Map by Bruder D visit www.bruderd.rockz.de for other maps by author! Half-Life Deathmatch mode deserved a map with this great cs_office-Textures and I thought itīs time for me to design a new HL-Map once again so this one arose. *----------------------* Update note 26Jan2004 *----------------------* This is a wonderful map, fun to play and very well made, however ... The original map required both cs_office.wad and cs_bdog.wad which together were 8.8MB to make this map work for HLDM. With all the required file, the zip was over 8 megabytes, just way too much for players to download online and even too big for most emails. In reality, only a small subset of these textures are used in this map so I created a custom WAD with just the specific textures needed (1.4MB)as well as fixing a few minor problems and creating a full distribution and server resource file for HLDM Servers. The BSP itself has been hotpatched to make this work, that is the checksums are the same but the BSP now only looks for Powder.wad. You must install the entire zip for this to work, but the hotpatched client will still work with the original if a server somewhere insists on running the original version (the client shouldn't require the cs wads either way) Clients trying to run the original powder.bsp will have to have the cs wads but will get the rest of the enhancements from the server if it's running the hotpatched version. qUiCkSiLvEr Minor patch 28Jan2004 - found that one of the ammo entities in the game_player_equip was causing an odd "edict" error. It turns out that if game_player_equip calls to stock a player with an entity that isn't actually in the map anywhere then that entity is never cached and is unavailable to the client which creates this error. The offending entity was "ammo_9mmbox" which was never used in the original map. I added one such entity to the map and that fixed the problem :) Interesting too, it only caused problems on the client side not the server where normally non-cached entities are flagged. I also shuffled all the spawn points, they were like totally sequential :) (Press FIRE to continue) Map tech info: Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 35/400 2240/25600 ( 8.8) planes 15052/32767 301040/655340 (45.9) vertexes 9982/65535 119784/786420 (15.2) nodes 4378/32767 105072/786408 (13.4) texinfos 3437/32767 137480/1310680 (10.5) faces 7481/65535 149620/1310700 (11.4) clipnodes 12057/32767 96456/262136 (36.8) leaves 2519/8192 70532/229376 (30.7) marksurfaces 10030/65535 20060/131070 (15.3) surfedges 34649/512000 138596/2048000 ( 6.8) edges 18098/256000 72392/1024000 ( 7.1) texdata [variable] 3704/4194304 ( 0.1) lightdata [variable] 846225/4194304 (20.2) visdata [variable] 144051/2097152 ( 6.9) entdata [variable] 19384/524288 ( 3.7) 85 textures referenced === Total BSP file data space used: 2226636 bytes ===