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sf_cobraB3.txt
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BETA 3 RELEASE  SF_COBRA.BSP
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* MAP Information *

New textures:	yes, plenty
New sounds:	no
New models:	no

Title: 			Operation Cobra

Creator:  		Matt aka Urgrund (catacomb777@optushome.com.au)
			members.optushome.com.au/catacomb777/screens

File: 	 		sf_cobraB3.pk3
Version:		beta3
Play Mode:		Flag/Zone Capture
Recommended Players:	32, 16 per team.  8 per team will do fine.

Allied Respawn Time:	15
Axis Respawn Time:	15
Time Limit		15
Last Compile Date:
	


===============================================================
* Construction *

Base:		 From scratch
Const. time:	 Four months on and off.
Compile machine: 900MHZ AMD T-Bird, 384mb RAM

Compile time:	 
	BSP					1½ minuets.
	VIS (full)				5 seconds.
	LIGHT(standard)				2+ hours.

Editor used:	 GTKRadiant.  1.2.1 through to 1.2.6
Other programs:	 Photoshop, QuArk.

Progress:	Beta3:  There is a bizzare little bug that makes part of
			a wall dissapear when you are near it.
			This may be my graphics settings but it only happens
			after a full compile.  It is the downward steps near
			the middle flag heading toward the Allies base. 

		Beta1:  No bugs as yet. Hopefully this beta release will pin down
			a few!

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* Description: *

My first map for Special Forces of WW2 MOD for Return to Castle Wolfenstien.

The map is based in a French village that has not yet been pummeled into
rubble by shell fire.


Allies must clear the French town of hostile units in order to use the town
as a waypoint for safe munition and troop movement heading toward the East. 

Axis must hold the village and push the allies back to the rail line and
keep the town secure from Allied liberation!

The map is a flag/zone capture map.  There are 5 flags through the level that both teams
fight to capture.  The team to capture all flags wins that round.
When the middle (3rd) flag is captured, that teams next spawn points will 
be shifted forward a little as a reward.  When the other team secures the 3rd flag
the spawn spots move back and the capturing teams spawning is now moved forward.


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*	INSTALLATION	*


Just put the .pk3 file 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 .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.

You may need to select WolfCP as the game type.



--------------------------------
KNOWN PROBLEMS
--------------------------------

There are still a few overdraw issues that may be addressed and some sounds not working.
There are some uncaulked faces that will be gone by next MOD release.
There are still a few light leaks which will gradually be eliminated.. it is due to the 
building proceedures and making everything possible a structural brush.  Fixing this is just a matter of time.


=============================================================

*	PERFORMANCE ISSUES	*

r_speeds are kept below 10'000 for most part. The map average would be
6000 with a few areas that skim over 10k ( 10'000 - 10500 ).

FPS may suffer in some areas but managed an average 50 - 70 
on my system. GeForce 2 MX 32mB with 384ram @ 900mhz.

This is due to all the shader passes and the amount of textures.

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* Distribution / Copyright / Permissions *

Any commercial use without permission is prohibited.
Authors MAY NOT decompile the BSP as a base to build additional levels.

This is a beta version of a work in progress.  Distribution of this ZIP file
AS IS is permitted though not recommended as changes are ongoing with this map
until released with the 1st official public beta of Special Forces of WW2.

All custom textures (c) urgrund.	( textures/calais )
Sky box (c) Amethyst7.			( env/sfame7 )	 

Textures may not be used as a base for new textures.
Textures may not be modified.

Contact me if you wish to use my textures. 
(Assume 'no' until you ask! :)  )

All members of the 'Special Forces of WW2' MOD are granted permission to use custom textures.


http://members.optushome.com.au/catacomb777/screens/
http://www.firewallfortress.com/specialforces.html


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/sf_cobraB3.txt
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