//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) Extended the height on the "crawl hole" to the left of the Rocket Launcher so that you can walk through it.

2) Added some boxes next to the Plasma Gun so the player can jump up and reach the RL that way.  It's very narrow and dark so beware.

3) In the dark corner next to the plasma gun you can partially hide behind the wire fence.

4) Removed one or two spawn points which were in very close proximity.  I also moved one or two spots a little to the left or right.
The result is less chance of unfair spawn kills, which I felt was important on such a cramped map.

5) Made the little stair jump more consistent.

6) Added a small (2 step) stair case by the glass windows (lower floor near plasma door) so you can do that little trick jump from that side too.

7) Fixed the hits so you can NO LONGER camp on top of the light.  

8) Fixed the hits so you cannot stand on top of the computer in the upper room, just before you reach the shotgun.

9) Lowered the wall a tiny bit by the big health pack in the middle central corridor to make it nicer to jump up to.

10) added new hits by the generator console so you can jump up.

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
