//James Williamms CDH11492@hotmail.com (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) Zerk time lowered from 30 seconds to 20.  Sadly It's not great because the sound effect has been created for 30 seconds so it kind of cuts off early,
something you'll have to get used to.  No big deal, I could have edited it in Cooledit or something, but did not think it was that big of a deal and this
stuff has taken longer than I thought.

2) Added a new teleporter!  This will change things drastically IMO.  Beware, I gave the telporter a travel time of 4 seconds, so if you want to camp it 
then think twice.
I felt the level was very predictable, this will really spice things up a bit IMO, but if you use it be careful, of players camping up by
PG and looking for a cheap kill.
It comes out near the upper teleport room.  3 second travel time, also, you might like to know the stock teleport time takes 1.8 seconds to reach the zerk.
Beware of someone camping the exit point of the teleport.

3)Added new hits to fix ceilling bug in the cavern area to stop players camping on top pipes.

4) Modified the hits on the outer steps in the central room (both sides) so they feel better, sometimes you tripped up on them, they should now feel 
cleaner, less chance of tripping up and falling down on the floor which can sometimes happen.

5) Moved the spawn point that WAS situated to the left of the barrel to the left of the Rl.  This broke my heart becasue I used to get so many spawn kills
with this :)

6) Deleted a metal pole which allows consistent Rocket Jumping from the Lower cavern room to the upper room through that little hole.  This I think will
be very nice, it was possible to RJ before (sidewards) but it was often inconsistent, now its very easy I'm sure people will use it a lot and add a new twist.

7) The "thing" sticking out of the wall near the little ramp down by the LOWER RL now sticks out a little more, just a subtle thing.

8) Fixed some stair hits in the SG room, sometimes you would hit the base of the step and lose all speed.

9) Added a small pipe in the SG room to encourage more people to use the COMPUTER JUMP instead of the stairs, just adds a little more variety and although 
possible before it was very hit and miss (and yes I could do the rail to bridge jump on q3dm6:P)

10) There were two ceilling bugs in the central room that allowed the player to camp high in the air, something i discovered when using the editor and
looking at the hit boxes.  So that's fixed.

11) Deleted some cluter from the ceilling so you can shoot players going up the elevator (plasma gun room) when you are standing next to the cannister.
You can spawm grenades down from top, but if someone is camping that corner (by cannister), and you coem down from the tele room and they run, a well 
placed rocket has a good chance of getting them even if they make it up the elevator.

Additional information.

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







