Murder hill BETA 2
--------------------------
May 27, 2002

You may distribute this map only in the original .zip archive with this readme file.
Distributing the .pk3 file or any of the files it contains alone is prohibited.

This is a public beta test. It supersedes all previous releases.

Installation:
Extract mp_murderhill.pk3 to your wolfenstein\Main directory. This will
overwrite any previous versions.

Briefing:
Allies and Axis are fighting for control of a radio transmitter. The
transmitter is located at the top of a war damaged underground bunker. Each team
is attempting send a long transmission. To win, a team must hold the
transmitter (represented by a checkpoint flag) for a total of 7 minutes.
The transmitter does not have to be held continuously for that time, but
if it changes hands in less than 10 seconds, neither team gains any
time. As a teams transmission nears completion warning messages are put on the
screen.
Since the match time is variable, the in game match timer starts at 0.

Initially each team may approach the transmitter using a tunnel from their
respective reinforcement points (the garage for the allies, the barracks for
the axis), or through a duct from the roof of the bunker.
Each tunnel contains an objective which may be dynamited by the other team,
closing it off. Clever teams may get some members past these obstacles using
teamwork. The main bunker door is initially blocked, but either team may
unblock it by dynamiting the bunker door barricade objective. The bunker door
barricade is not team specific. Depending on the tactical situation, it may be
to either teams advantage to either defend or destroy it. The fourth objective
icon will always be neutral, whatever the state of the barricade.

The state of the objectives and the time remaining for each team is
represented on three tactical maps in game. There is one map each in each of
the reinforcement points and one in the third floor of the bunker. For each 30
seconds of transmission a red or blue x placed near the flags representing the
allies or axis reinforcement point.

Changes from BETA 1 release:
- Transmitter room easier to attack, by adding hole in the mesh text to the door 
entrance, enlarging the opening in the floor, and making the ladder easier to get
off of, enlarging hole in the transmitter fence.
- Tactical maps/in game status indicators (described above).
- Door to axis tunnel removed. This means that allies can once again reach
the axis spawn even after the axis tunnel bridge has been destroyed, but see below...
- Axis can now reach allied spawn after allies tunnel support has been destroyed.
- It should no longer be possible for a single player to jump the axis bridge
after it has been blown. (Thanks -TSA-[BlackHawk], vaporizer)
- The allies player start which caused players to spawn stuck has been fixed.
- The missing floors have really been fixed. (Thanks purpledrillmonkey, OdinTGE)
- log pile next to the bunker roof has been made easier to get up.
- The duct to floor 2 of the bunker is easier to get into.
- performance outdoors should be slightly improved.
- various visual improvements.

Test information:
This test is to verify that none of the above "fixes" broke anything horribly.
No major changes are expected for final.

All feedback is still welcome.

Known problems:
- This map may not be suited to limited life or one life servers, since even if
one team is eliminated, the other has to sit around until the match is over.
- Some areas still have overdraw.
- lighting on movers is incorrect after move.
- Textures in tunnels misaligned.
- z fighting between various alpha textures and things near them.
- z fighting in various places when viewed at long distance in 16 bit mode.
Some of these will not be fixed.
- grenades or airstrikes thrown up from the transmitter roof or tower can
disappear into the sky.
- movement is very slow in sloping areas of ducts.
- looks very bad in low quality (vertex) light mode. This will most likely
not be fixed.
- light leaks a couple of places.
- Note that the normal match timer doesn't mean anything.

Unfinished items:
- outdoors needs some decoration.
- a few details here and there.

Thanks:
Dr. Who for putting beta 1 in the timelord rotation
Everyone who played it there, sorry I can't mention you all by name.
Nakedpope for german.
mapcentral.euro-wolfenstein.com and rtcwfiles.com for file serving.
Gray Matter, Nerve, Id and activision for bringing us the game.
The GTKRadiant team, who serve mappers with long hours and little reward.
Ydnar for his killer q3map tweaks and exciting new bugs.

Please send feedback to hellsownpuppy@yahoo.com, or pm SCDS_reyalP on the
rtcw.co.uk, planetwolfenstein.com or map-center.com message boards.
