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mp_angel_readme.txt
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Heya!  Thanks for downloading Angel of Death, I hope you enjoy it.    -GK-

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MAP INFORMATION
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Title: 			Angel of Death
Creator:  		GateKeeper (gatekeeper@duskrider.com)
File: 	 		mp_angel_beta2.pk3
Version:			beta2
Play Mode:		Objective and StopWatch
Recommended Players:	Unknown ATM.  Hopefully will know more after Beta Testing.  Has capacity for up to 64 players.  Hurrah!
Allied Respawn Time:	25
Axis Respawn Time:	15
Time Limit		12
Last Compile Date:		4/25/2002

This level is my first.  It was built from scratch using GTKRadiant 1.2.1 - 1.2.6.  

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INSTALLATION
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Just put the mp_angel.pk3 file that should be included with the zip file into your main directory of Return to Castle Wolfenstein.  This is usually C:/Program Files/Return to Castle Wolfenstein/Main  but may vary depending on your setup.

Once the mp_angel.pk3 is in your main directory, you can then play the map by connecting to a server that is running it, or by creating your own server and selecting the map from the server configuration screen.

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MAP DESCRIPTION
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Story:		Time: Sometime after D-Day in 1944.  Location: Allied HQ, somewhere near Saint-Malo France. 

	As you know soldier, our time is crucial.  The Axis war machine is dying, but we only have a tentative hold.  Allies are advancing into Axis territory faster than the Axis can replenish supplies and troops,  but we're feeling the crunch as well.  We need to eliminate all Axis presence in France, and pave the way to Berlin.  On a routine patrol,  our Allied forces came across a lone Axis airfield set into the hills.  We had no idea there was an installation in the area, but naturally, we advanced to overtake it.  We were crushed by elite Axis troops guarding the field.  Before the Axis could completely squash the Ally invasion, however, a single Ally message was sent to HQ from the Axis communication bunker:

Axis airfield heavy resistence.  Charlie company all but destroyed.  One aircraft inside facility, type unknown.  Large, jet, dual engine, prepared to launch.  Unknown ordinence, large canisters containing green fluid.  Recommend full strike.  Over.

Nothing more was heard of Charlie company.   It is unknown why the field was so heavily defended, or what this unknown type of aircraft is.  It is also unknown what type of ordinence it carries, although the boys over at the think tank expect it's some type of chemical or biological agent.  It is assumed that this craft is new, or a prototype, and it's range is unknown.  It may just be a puddle jumper, but for all we know it may have the ability to jump the pond... if you get my drift soldier.  We can't take chances at this stage of the game.  Get over there and bring me a piece of that thing to hang on my wall.  Dismissed.


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TECHNICAL ISSUES / HINTS
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In order for Allied forces to lauch a full scale offensive on the Main Hangar containing the Angel of Death aircraft, the maglock hangar door must be open.  This door can be opened and closed by one of only two switches in the map.  One switch is located just inside the door.  The other is located in the upper level of the control bunker.  It is in the best interest of the Allies to keep this door open, giving them an easy way into the hangar.  It is conversely in the best interest of the Axis to keep this door closed.  Players will know if the door is open or closed by an on screen cue, and an alarm located near each button.  The alarm will sound if the door is open only, not if closed.  There are three other ways into the hanger, one for Allis and two for Axis.  The Axis have a free ride into the hangar via a tunnel running from their base and through an Authorization Door.  The Allies must blow the hatch in order to gain access from the tunnel on thier side. 

The door from the lower garage to the axis tunnels may only be opened by the axis.  This is to prevent the allies from having a "free ride" to the primary objective.

Trucks have been located throughout the level in order to provide cover and surprize camping spots.

All hangars save the forward hangar have access to the service tunnels.

I hope you'll find that the MG42 emplacements serve to make things a bit more interesting.


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KNOWN PROBLEMS
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Sometimes dyno planted by the Main Hangar Access Hatch can get stuck in midair if an engineer throws it up.  Just put it on the ground.  :-)
The barrels all explode the same way.  For some reason their spawnflags keep resetting.

Please let me know if you find any more at gatekeeper@duskrider.com


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PERFORMANCE ISSUES
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Please realize that this map is very open.  Therefore, your average FPS may be lower than on many other maps.  This is a tradeoff I was forced to make due to the layout.  Speeds have been improved since the origional beta version, but are still daunting to older systems.

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VERSION INFORMATION
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The current version is Beta2.  Please delete any previous versions.  Changes since Beta1 include:

- Door placed in axis tunnels, preventing access from the lower garage area to the Main Hangar by the Allies.  Axis may use the door freely.  This prevents the Allies from having a "free ride" into the hangar, and makes it a requirement to blow the Main Hangar Hatch or open the Maglock Door.  A crafy ally may be Able to get in through the new door if he can manage to follow an Axis through.
- Extra entrance to the Main Hangar from the Axis tunnels.  This is to give the Axis more than one entry point into the hangar when it comes down to crunch time.  It was found during beta testing that a lone Ally could hold the hangar effectively by covering the single Axis enterance.
- Added a set of stairs in the Main Hangar to allow access to the top of the plane from the ground.
- The aircraft was reclipped.  It's not as easy to get stuck on it now, and dyno doesn't disappear into the plane anymore when planted by the cockpit.
- Time limit was changed from 20 to 12.  
- Ally spawn was changed from 20 to 25.
- Many of the z-fighting issues in 16 bit color mode were fixed.
- Many of the models were reclipped to make it easer to climb and move around the parked vehicles.
- Removed the cloud cover from the sky and added a haze effect to the water to make it look more like the sea on beach.
- Moved the yard light fixture.  It was causing wierd lighting effects in it's old position.
- Added various other details including arches, lights, and sounds.  Fixed other stuff.. did some tinkering, you know. 
 

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SPECIAL THANKS
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Thanks goes out to all the awesome people at www.planetwolfenstien.com forums for thier outstanding support and help. 
Also to the people at TramDesign (www.planetwolfenstein.com/tramdesign), who are also great.  
I gotta give some props to Grunt, whom I got the Hangars from.  Adds a very nice effect I think.
Also the people at rtcw.co.uk forums for getting me started, even though I was just a lurker.  :)
Last but not least, TunnelRam, Pointy, Nib, and all the other people who took the time out of their busy lives to write some outstanding tutorials.
Thanks to all the troopers who downloaded my beta versions and gave me some insight, your keen eyes and thoughtful suggestions made things much smoother.
Thanks to the people who let me spectate them while they were playing.  I learned a ton about the gameplay... hopefully it's better now!


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PIMPAGE
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Check out www.bac-clan.com for the coolest bunch of RTCW players around.  Hey fellas!  Sorry I haven't been around much, but I been too busy making this damn thing...


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DISCLAIMER AND LEGAL STUFF
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You may not use this map as a base to build other maps.  

You may freely distribute this .zip file through any medium you see fit, Internet, CD, Zip, whatever.  You may only distribute freely however, don't charge for it.  If you make money and I don't... it's BAD.  You dig?

You may not edit the .zip file, readme, or .pak file in any way.

You MUST include this readme with any distribution.  

If you would like to take any part of this map and use it for your own twisted ends, contact me, I'll probably make you a prefab with the stipulation that you give me credit.  

Oh, and if this thing seems like it's crashing your computer, making you reinstall Wolfenstein, or causing problems with your inter-personal relationships then, by installing this map and playing it, you are agreeing that these things are NOT my fault.  :-)

This map is ©2002 by Ed Zenisek. All rights reserved.

Return to Castle Wolfenstein and related marks 
are trademarks of Activision. 
© and TM 2001 Activision, Inc. All rights reserved. 


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mp_angel_readme.txt
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