Dogs of War!

*** This map is designed for Team Fortress Classic for Half-Life ***

2000.02.23
================================================================
Title                   : Dogs of War!
Filename                : dow1.zip
Author                  : Michael "Wedge" Mattson
Conceptual Author	: Chris "Stinger" Hansen
Email Address           : wedge@pcgs.org
URL			: www.pcgs.org
Description             : TeamFortress Classic Map
Number of Teams         : 2
Recommended # of Players: Minimum: 2
			  Maximum: 16
Other Maps by Author	: The Big Box (bigboxh3)
			: Battleground SCRUM! (scrummage)
			: Both available at http://www.pcgs.org

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New Textures            : Babes and Hall of Heroes textures
New Sounds              : PAM overhead announcement system
			: Capture sound from the movie Robin Hood
Editor used             : Worldcraft 2.1
Other utilities used    : Q2 BeaVeR
			  Entity Editor
			  Wally
			  Paint Shop Pro LE
			  Zoner's HL tools
			  Cool Edit 96

================================================================
Build Time:		: About 3 months
			: I took a break during the holidays
Full Compile Time:	: 70 Minutes and counting (P2 450, 256 MB RAM, WIN 95)

================================================================
Check out the Half-Life Editing Resource Center for all your map making needs:
http://halflife.gamedesign.net

Check out the Department of Engineering for all your map testing needs:
http://halflife.lowlife.com

Check out these sites for your map reviewing needs:
http://www.planetfortress.com/radium
http://mutilation.lowlife.com

================================================================
REVISION HISTORY:

Beta 1: Initial beta release

Beta 2: Fixed scoring, retextured completely. Finished Hall of Heroes.
Added PAM Overhead sounds. Removed all type 2 grenades. Embedded .wad
file. Fixed elevators for speed and workability. Restructured layout
for vis ranges and to look better.  Adjusted lighting. Reduced the 
volume of the crickets.

Beta 3: Lowered volumes of crickets even more. Added a few more 
textures. Changed respawn room format (all teleports out of it).
Changed all "Babe Art" to change with controlling team. Added more
colored lighting corresponding to controlling team. Fixed some small
alignment problems with brushes under water. Removed the Pentagram.

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INSTALL INFORMATION:
Please unzip the archive into the Half-Life directory. Be sure to restore
the files with directory information turned ON as the directory information 
was saved during archiving. If you should goof that up, here is the complete
list of files and the locations they should be placed into.

dow1.bsp     ----> \half-life\tfc\maps
dow1.txt     ----> \half-life\tfc\maps
flagcap.wav     ----> \half-life\tfc\sound\misc
arena.wav	----> \half-life\tfc\sound\pam
base.wav	----> \half-life\tfc\sound\pam
blue.wav	----> \half-life\tfc\sound\pam
buzwarn.wav	----> \half-life\tfc\sound\pam
center.wav	----> \half-life\tfc\sound\pam
dadeda.wav	----> \half-life\tfc\sound\pam
hostile.wav	----> \half-life\tfc\sound\pam
red.wav		----> \half-life\tfc\sound\pam
secured.wav	----> \half-life\tfc\sound\pam

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PLAY INFORMATION:

Simple Overview: ===============================================
Run across a pad in any or all of the three areas to take control
of that area for your team.  Scoring is based on the length of
time you can control this area and keep the enemy from running
across the pad. You score more for controlling areas further
away from your own fortress.

Gameplay Notes: ================================================
The three tubes take you to different places.  Use them to get
out of your fortress quickly.  The window between bases will not
allow projectiles through (or players).  You can use hit/scan 
weapons through it just fine, though.

This map was purposefully made dark to better support snipers
and other sneaky tactics.  That was a feature of the original
QWTF version of the map, so I tried as best I could to capture
the same atmosphere.  I hope the crickets aren't too distracting.

Scoring Details: ===============================================
The point values for each arena are:

Your Fortress:  2 Points per Minute (1 point every 30 seconds)
Center Area: 4 Points per Minute (1 point every 15 seconds)
Enemy Fortress: 6 Points per Minute (1 point every 10 seconds)

There is no "All Cap" score, as is prominent in other Command
Point style maps.  If you control everything, press your 
advantage!  There is a small health bonus for the team that 
controls it's OWN fortress.  Keep the enemy out of your base
to enjoy a 5 point health bonus every 30 seconds.

================================================================
OTHER INFO:
This map was made for fun.  I understand that not everyone will enjoy
my open p1mping of the PCGS folks and their clan friends.  But I 
did it for them.  It just so turns out that it is also a fun map to
play in.  So, if you can't stand all the name textures, I apologize.
You should still be able to enjoy the game play.

If you are in the Central Washington State area and are interested in 
joining the PC Gamers Society for some regular LAN party grooviness,
see my web site.

================================================================
THANKS TO:The PC Gamers Society:  http://www.pcgs.org
I get all of my map making inspiration from them. They are also the most
willing PlayTesters I've ever had the honor of working with.

Clan DwD, JFF and OGzr for their feedback during beta testing.

The TPK, OGzr and JFF clans for all the gaming fun over the months 
PCGS has known you.

My wife and son for their patience as I abandon them for map making.

Chris "Stinger" Hansen for creating the original "Dog's of War!" for
Quake World Team Fortress.  If I only knew how many hours of time the
PCGS members have spent in that map...  Thanks for "giving" me the map
so I can remake it for TFC. And thanks for all of your patience 
when I just wanted to talk and bounce ideas off of you.
"You're the greatest, man!"

There was a gentleman who made a map that had these same teleportals
in it. I asked his permission to use them and he provided me with a
prefab. I apologize profusely for losing the email and forgetting
the map I originally saw them in.  But thank you very much for your
generosity and help in getting those things to work properly.

David "Tolwyn" Shaw for his expertise in all things audio, for all of
his feedback and for his Texture Work.

Pam "The Body" Magnusen for her voice talents.

Valve for their wonderful game Half-Life and Team Fortress Classic.

Borg, Radium, Pixel, MoOg and anyone else who has reviewed earlier
mapping projects. The objective feedback I received from everyone 
has always been a great help in guiding and building my skills in
future projects.

I just hope I actually am improving.

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>>>COPYRIGHT INFORMATION<<<

Dogs of War! is copyright 2000 Michael Mattson.

You MUST NOT distribute this level UNLESS you INCLUDE THIS FILE WITH
NO MODIFICATIONS!

Authors MAY NOT use this level as a base to build additional levels.

This BSP may be distributed ONLY over the Internet and/or BBS systems.
You are NOT authorized to put this BSP on any CD or distribute it in 
any other way without my permission.  If I do give you permission, I 
want a copy of it.

If you like anything I've done here, I would be happy to share prefabs
with you.  Just contact me about it at my email address above.