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- Return to Castle Wolfenstein Map - MP_FOOTY_V1 -
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Installation instructions:
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Place MP_FOOTY_V1.PK3 in your wolfenstien's main/ directory.
I'd say you have to uncompress the ZIP file, but since you are reading this you've already managed that I guess...

To run a server using this map look for the name 'Footy (v1)' in the MP maps listing, or Footy CP (v1) in the CP maps listing.

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Level info:
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Footy is an objective based level (with a night-time checkpoint (CP) variant).
Axis and Allieds start off facing across an american football pitch.
The aim is to get to your opponent's end, steal their docs, then return with the docs to your own end to win.
At the same time you must prevent your enemy from doing the same with your docs.
There's no cover on the pitch at all, although some cover can be found around the stadium.
If all that sounds too easy, respawn time is set to 10 seconds for both sides.
That's right, 10 seconds. It should be carnage...

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Level technical info:
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Name:		Footy
Type:		MP and CP
Stage:		Release
Revision:	1
Time taken:	8 days
Options:	BSP -VIS -LIGHT

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Author info:
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Author:		[MML]Gerbil
Real name:	Barry Swan
WwW:		http://www.theburrow.com
Wolf WWW:	http://theburrow.rtcwfiles.com
E-mail:		gerbil@theburrow.co.uk
ICQ:		8510370
M$ Messenger:	rakoonic@hotmail.com

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Comments:
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This is my first map.
I chose it deliberately because it was small. This meant I had less to learn to get a 'finished' map out there. It was more of a technical exercise than anything else, but I also find it could be the antidote to current Wolf mapping trends of creating vast expanses that require large teams to play. With most custom maps this never happens. I reckon you could have a fun game on here with as few as 3 teams a side.
Because of the open nature of this level, panzerfausts are proving popular. Make sure you set your spawn point accordingly, everyone respawning in a clump is a sure-fire method of having your team wiped out quickly :)

I am supplying the source to this level at http://theburrow.rtcwfiles.com.
People may use and modify the source as much as they wish, as long as they stay within the permissions and copyrights as granted below.

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Thanks:
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Specific thanks:

[MML]Shrew - my brother and harshest critic.
Perfectionist and his friends - for playing the level lots.
Errrr - some specific people at WWW.RTCW.CO.UK who helped me - but I can't remember your names and the forums are down so I'll have to update this when it's sorted :)

General thanks:

Everyone at WWW.RTCW.CO.UK for their help, comments, constructive criticism, and playtesting it, even when they have to put up with the rubbish pings my connection deals them.
Also thanks to anyone who has hosted this map while it's been in development.
Thanks to everyone who has or is going to play this level!

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Version history:
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Version v1 - 15.06.2002

- Split up brushes into structural and detail
- Caulked a bit more
- Corrected grammar when refering to Allies
- Created night-time version of map for CP mode
- Changed naming convention slightly - map now starts with 'MML' instead of 'MP' to indicate it's a Clan Mammal map.
- Changed name of this README file to make it unique to all the millions of other README files out there.

Version B1 - 19.04.2002

- Moved more respawn points up into the stands so they are now split 50/50 between stands and pitch
- Renamed the location markers to agree with the compass directions
- Fixed misaligned texture on crate in tunnel
- Moved mp40 pick-up to mirror location of Thompson pick-up
- Converted all graphics to JPG to minimize download size / time
- Fixed texture mistake on edge of stairs in south-east stand
- Shrunk the winning area so you can't just poke your head over the back wall of pitch
- Placed clip brushes over all stairs to prevent judder and problems decending stairs quickly
- Placed clip brushes over sloped walls in corner bunkers to prevent movement problems
- Removed duplicate chair entity
- Added detail to end walls of pitch to allow players to shoot people through them

Version A3 - 17.04.2002

- Custom textures for the seating
- Removed time delay on winning to prevent false results when both sides score within a second (was not actually done in A2 as was incorrectly stated)
- Removed grass footstep sounds in end zones
- When a side wins it uses the correct 'win-view' for each side
- Changed railings to use a metal texture, not a snow one (shooting them caused puffs of snow to appear!).

Version A2 - 17.04.2002

- Fixed texture mistake on foot of south east stand
- Fixed missing texture on ground outside pitch
- Added location markers
- Removed lips on top of flagpoles that were blocking players
- Shrunk ladder triggers slightly
- Moved some respawn points to top of the stands
- Winning area moved to only be directly behind the goal posts
- Set up respawn locations
- Added mini corner bunkers
- Put in specific intro and winning camera views
- Raised sky to stop grenades / air strike cannisters etc. vanishing
- Added detail to tunnel section
- Custom textures on pitch and end zones
- Removed time delay on winning to prevent false results when both sides score within a second

Version A1 - 16.04.2002

- First version released

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Known Issues:
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- The 3 stand-up lamps can be moved through.

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Copyright and Permissions:
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You MAY NOT distribute this map and/or original files unless you do so without modification.  This readme file must be included without modification.

This level may be distributed ONLY over the Internet.  You are NOT authorized to distribute this BSP on any CD or other digital media without permission from the author.

Authors MAY use this level and it's custom textures as a base to build additional levels.
The source for these maps may be found at http://theburrow.rtcwfiles.com

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Notes on version numbering:
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Each level goes through three stages:

Alpha (code letter = A)
Beta (code letter = B)
Final (code letter = v for version)

Within these stages updates are numbered sequentially, starting from 1 and going up. This number is appended to the stage or stage code. This identifier is used throughout the level and it's assets. All files and scripts use this, as well as the pk3 file, and loading screens.

This is to allow a player to immediately deduce which version is the more recent should several be available to download, or should have several versions in main/. Newer versions ALWAYS supercede previous ones. Deleting older versions of a map when a newer one is downloaded is recommended. The naming convention should make this easy.

Example:

MP_footy_a2.pk3

Level:		Footy
Stage:		Alpha
Revirsion:	2

Alpha is defined as early testing. New features can be added, or current ones removed. Bug fixing goes on. Level is playable but not complete.

Beta is defined as late testing. No new features may be added, nor current ones removed. Level may not change significantly. Bug fixes and tweaking only.

Final is defined as the finished version. Major, game crippling bug fixes ONLY at this stage.