//James Williams (June 9th 2005//

Why pro maps?
Well, to put it frankly Doom 3 can be very unfair in duel based games.  
An initial spawn really can determine the outcome of a game between players of equal skill.
It is true that great players can come back, of course they can.  
These pro-maps are nothing crazy, they are just subtle changes that I have implemented to make
the game a bit more honorable and in the long run I believe a more accurate result of skill will be clear.  
I also wanted to stay close to the stock maps so if you do go from pro to stock then the differences will not be that huge.
Put it this way, if you own in Doom 3 then you will STILL own on the pro maps, but you can just take more pride in your win 
because the game is fairer with these maps.

Game Modes supported >>>

Tourney
Death Match
Team DM
Last Man

As with all these pro map all the weapon spawn times have been reduced to 17 seconds instead of the default 20.
Ammo and body armor stays at the default 20 seconds.
I (+ others) just felt that on maps like dm2/dm3/dm5 even if you get a RL at 20 second mark, by the time you SWITCH weapon and get into a place where
you are not a sitting duck its more like having to wait 23 second for weapon and as Doom 3 levels are small this can be overly punishing.
17 seconds will still allow people to control levels, it will just be a little harder for people who depend so much on control.
Control is only one element of the game play, but it is a big one in Doom 3 and it was not always down to skill.
I believe the changes I made combat that imbalance and if you can deal with playing something a little bit different then I think you'll
like the changes in the long run.

1) Player can now walk outside and onto the mars section (armor room) to collect the back pack.  Note that you lose 10 health every several seconds, however,
I set it up so that you get 10 health and body armor, so it is still worth collecting, though you may want to think twice about camping the area.

2) Near the plasma gun I moved both the computers out a little and swapped the big health for the small one, small changes, just makes better use of space.

3) The light to the left of the RL will go dark if shot out, the rest will just flash like before.

4) Added two pipes (what else:P) to allow the player to walk across the Mega Health section.

5) Extended the corridor considerably by the chaingun.  Note the boxes, jump up on them to avoid splash from the rockets.

6) Added a small EXTRA health pack to the left of the machine gun.

7) Added boxes in the armour room so you can jump up and also cut part of the wall away and put a big box there.  Again just wanted to do a little more 
with the small space I had.

8) Added a ramp in the Rocket Launcher Room, which means you can jump up to the top sections without using the elevator.
NOTE:Works best if you jump, then while you are in midair jump again, but hold the button down so it beffers teh jump, so as soon as you land on the lip
of the box you jump straight up.

9) Added two grates, one next to the SG, the other is one the floor in the upper curvy section next to the plasma ammo.

10) Removed a door in the mega room and also added another one to the extension I built.

11) Made the Doorway slightly bigger just befoer the Chain Gun.  Tiny difference, but allows combat from the Door that leads to the MH room.

12) Added a new hole in the wall just to the left of the lower door in the armor room, but I placed shards there so if you are thinking of
crawling or camping there then think twice.
Also note a tactic, I designed it for, you can throw nades through so if someone is camping by teh SG you will get him.

13) Added an extra Shotgun in the upper long corridor byt the boxes, I felt the level was not a little bit bigger and this level was very easy to run 
and control the CG/RL/SG.  

14) Added a little hole in the pillar opposite the upper glass elevator.

15) Also deleted a little bit of clutter in the Mh room.  The odd pipe, as FPS was quite bad there and with the new sections I thought it was best.
Doom 3 still looks amazing with the effects on, without them on it looks awful no matter what.

16) You can now climb the boxes in the corner of teh Rocket Launcher room.  Nice for avoiding splash and getting people who use the new section.

17 Moved the shards that were just outside the MH room back a bit.


Bring down the console and type...

Bind * kill 0 [RETURN]

Then simply go back to the game press * to kill yourself so you can see the slight changes in spawn points.

As I still play Doom 3 I don't want any unfair advantages for myself, so that really is everything.
So with the revised spawn points and the subtle changes that were made I hope this gives a better "Tourney" Experience.

*Credits*
Big thanks to g0dm0de who I got some good input from with regards to the changes as well as all the Doom 3 players in general like Clamp.
I just tried to make the maps fairer and I think I have.
Doom3world.org as I have only just started using this editor and they were very helpful.
#xtasy-clan (Quakenet) (Had to put in an IRC room in for max 1337ness:)
Also Doom3maps.org and d3euro.com becasue I hope they host them or link back to my site.
Also to idsoftware for the editor.  Until Quake IV, have fun and see you there:)

**Copyright, these maps were stock maps from idsoftware/splash damage, I simply took them and added or modified exisiting content. 
As always refer to id's software policy and if you modify, then be nice and give credit where it is due.

James Williams






