dod_passage_b2 by StreamlineData site: http://sddod.servehalflife.com email: angusycheng@gmail.com release date: March 14th, 2005 updated: May 6th, 2005 Story ======== The Axis have taken over this small, hilly town somewhere in Europe. Rumoured to have a substantial supply of weapons, the Allies have decided that capturing this town would cause a big blow to the Axis. The Allies strategized on how to capture the town. Some have said that just bombing it to bits would be good - but the town's stockpile could also be used by the Allies. So due to the town's openess and hilly nature, the Allies have decided that it would be better to capture the town at nightime. Release Notes ======== + Originally supposed to be a small map ideal for knife-only rounds, this map expanded due to the fact that I didn't realize the scale. + I designed the map for all types of players (snipers, mgs, bazookas, etc), and for people who like all different kinds of routes (streets, roofs, alleyways, in-buildings and sewers). + Thanks to the people on Kustom Kettle (kustomkettle.com) for their input. + If the translation for the message near the Axis spawn is incorrect, please email me with the correct translation + The map is currently in beta testing. So if anyone finds any bugs, PLEASE email me at angusycheng@gmail.com .. Thanks! Changelog ======== 14.03.05 - Beta 1 + Map released 16.03.05 - Beta 1 + Replaced sandbags and lampost brushes with models + Fixed some texture alignments + Attempted to tweak a bit for better r_speeds + Increased the view distance + Increased height of a building + Embedded dod_passage.wad into map + Added a few models: 2 bushes and a medic truck + Fixed lighting in sewers + Fixed missing sounds + Fixed missing overview 06.05.05 - Beta 2 + Added better sewer access for axis + Added secondary spawn area for axis + Added additional spawn exits for both sides + Added warnings near spawns for both sides + Added ladder up to sewer grate near "Central Village" + Added access to high roof via ladder on axis side + Added/increased lighting levels in some buildings + Added more crates around the map for ambience + Added more (breakable) planks to get from roof to roof + Added "main" entrance to 4th flag ("Gunner's Basement") + Added a few quirks + Added pipe drain near "Gunner's Basement" + Fixed allies 2nd exit to not be so..."easy" to shoot in to + Fixed axis 2nd exit from wooden ledge to wooden deck (and a crate at the end) + Fixed "left" alleyway directly opposite axis main spawn to reduce spawn camping + Fixed placements of missing models + Fixed texture bugs (ladder/wall alignments, null textures) + Fixed minor brush mistakes + Fixed places where player can fall "under" the map + Fixed alleyway-to-sidewalk height problem in one place + Fixed exploit(s) near axis spawn + Fixed a few exploits near the "Weapons Storage" + Moved Axis Street flag higher up onto the hill + Increased building height directly opposite main axis spawn exit to reduce spawn camping + Decreased a building's height + Converted "Gunner's Basement" in to a 2-man cap point (10 seconds) + Converted "Weapons Storage" in to a 2-man cap point (8 seconds) + Converted many non-essential brushes to "func_wall" (to reduce r_speeds) + Removed win music for both sides + Removed "posts" at Axis spawn doors + Removed ladder outside of "Gunner's Basement" going to window near Allies 2nd exit + Removed ladder directly across from Allies 2nd exit up to roof + Removed "sandbag hills" from both spawn areas Thanks for playing/testing this map!