//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) Ok, I might as well get this over with now.  You can no longer kill people with the frag chamber, neither can you obtain invisibility.
Some people will ike this others won't but I tink players can now get on with fighting instead of loitering around FC hoping for a cheap kill.

2) Moved the 4 armour shards in the corridor just outside of teh FRAG CHAMBER to the right.  It mean you can now go up that passge and not alert
your opponnet.  If you leave them there you make no noise (assuming you walk) if you collect them you make a noise and blow your cover.  A fair trade.

3) Added two pipes onto the wall near the plasma gun, this makes the movement much nicer and less fiddly.

4)Improved the hit boxes so that when you jump up onto the pipes near the armor it will feel cleaner.  You know the jump, you fall down, shake your mouse
and go up the levator instead.  Now if you just jump once, and walk the rest of the way up it should feel nicer and more consistent.

5) Spawn points.  God this sucked on this map and it had to go.  I reduced the spawn points by about 3-4 and also moved one or two outside of spam distance.
We are talking tiny changes here, but I think they will make a difference and result in a fairer game.
Bind * kill 0 (In the console and you can test it out for yourself).

6) Made the hits nicer/cleaner next to the Back Pack, they seemed a little fiddly before, its cramped there but I think they are now a but better.

7) Moved the Zerk!  Yep, it now means that 9/10 there will be a fair start to the map.  I'm all for working hard, but when your opponent gets Mega Health,
Rocket Launcher, Chaingun and Armor it goes beyond a joke.  Plus I think the Mega is a strong power up, so moving it into a bigger room instead of a cramped
cubby hole will mean more gun fights.

8) I broke a window in the Frag Chamber :( This means you can now fire through and I think it could be interesting, also for all those whining about the 
loss of teh Frag Chamber, this could be a good point of attack.

9) To the left of the Plasma Gun I removed one of the computers, just gives you a bit more room and seemed to make the armour jump a lot nicer.

10) Added a grate where teh mega health sits, you CANNOT fire though it, but it could be intersting and you can look through it to see if you opponent is 
above.  If you look carefully you can position yourself to see the Upper Door (in front of the Rocket Ammo) could be useful.

11) Removed Ceilling bug at the top of the stairs in the Machine Gun room.  Those little steam things, you could hide on, not any more:)

12) Cut two holes in the wall where the health packs arew in the Frag Chamber Controller Room, also moved them out a little for the mega health battles.


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
