Praetoria-Mission One: Bunker Hill 
by Diego (aka Subsurface Scattering) Contact: dt3d@hotmail.com 

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Installation: 
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Remove any previous versions from your etmain folder.
Extract the PK3 file from the .ZIP file using WINZIP, or WINRAR into your Etmain folder.

Version Info:
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1.0
First public release.
Fixed the rooftop visibility bug.  
Fixed the mg nest sandbag texture bug.
Fixed the various terrain seams and texture issues.
Added a multilayer command map with bunker schematics for level one and level two.
Increased spawn support from 24 to 32 players (16 per side)



0.99 BETA
Private Beta Test version.
Known Bugs: 	Some building rooftops visibility turns off and on when seen from the main bunker.
				Visible seam in the cliff wall by the wooden bridge.

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MISSION DETAILS
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Mission Time:		30 Minutes

Spawn Times:		Axis 22 Seconds 	(20 with cp)
					Allies 12 Seconds	(10 with cp)

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Overview: 
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Mission One: "Allied Paratroopers are enroute to capture a nazi airfield in northern Italy.
An advance allied ground force must destroy the Radar Control Center inside a heavily defended bunker 
to allow their airborne forces to slip through the Axis Anti-Air defenses undetected."

Map Objectives: 
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ALLIES 
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Primary Objectives:
1	"Use your Churchill Tank to Breach the Tunnel Doors of the Main Bunker."
2	"Destroy the Power Generator to release the magnetic locks on the Radar Blast doors."

Secondary Objectives
1	"Destroy the South Entrance of the Main Bunker."
2	"Capture the City Garrison to use as a forward spawnpoint."
3	"Breach the Storage Room Entrance."
4	"Breach the South Bunker Wall."
7	"Establish a Command Post inside the Old Church."
8	"Stop the Axis from Building a Command Post in the Forward Bunker."

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AXIS
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Primarmy Objectives:
1	"Stop the Churchill Tank from Breaching the Tunnel Doors of the Main Bunker."
2	"Protect the Generator that powers the magnetic locks on the Radar Blast Doors."


Secondary Objectives:
3	"Don't let the allies destroy the South Entrance of the Main Bunker."
4	"Defend the City Garrison."
5	"Defend the Storage Room Entrance."
6	"Don't let the allies breach the South Bunker Wall."
7	"Prevent the Allies from constructing the Command Post in the Church."
8	"Set up a Command Post inside the Forward Bunker."


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CREDITS
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Map Construction:  	Diego 
Command map : 		Diego
Scripting:		  	Diego (With lots of help)

Contributors:

EB			Prefab script, entity setup, and lot of tutorials to help me along the way.
			http://www.spyjuice.com/

Chrucker	Prefab setup of the churchill tank.
			http://games.chruker.dk/enemy_territory/

Marko		Continuous scripting help. Debugging a multitude of compile and runtime errors. 
			Ammo & Health cabinet prefab. http://www.gamedesign-online.com/
			
Sock		dotproduct shaders, terrain textures modified from his terrain example.
			http://simland.planetquake.gamespy.com/
		
Xenon		Spawn exchange scripting.  Tank scripting assistance.
			http://carbon.rtcwfiles.com/

Chris 		MG nest prefab

Loffy		Passing airplanes prefab used as a basis for my flyover sequences. (loffyswe@yahoo.se)

thegnat		Security Door switch scripting based off the ladder script from the map "Transmitter".

SD			Command post entities and scripting taken from the Splash Damage map "Radar".
			Radar Door/Power Generator linking script adapted from the setup in "Seawall Battery".
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Custom Models:
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C47 and P40 models: 	Diego		(Models and Textures)
Venice Speedboat:		Chavo-One	(Used with permission.  Texture modified and remapped by Diego)

FPS models:				http://www.wemakemaps.com/
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Egyptian lamp:			Arcana		(Texture modified and remapped by Diego)
Gothic lamps:			Maverick	(Texture modified and remapped by Diego)
Tombstones:				Arcana 		(Robbie Powell - arcana@fantaseum.com)
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Textures:
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This map uses custom textures from outside sources such as RTCW, MOHAA, CODUO, and JKA.
In many instances, these textures have been modified by either color manipulation, layer compositing
with other textures, or by assembling a completely new texture with parts of existing ones. However,
some textures are identical to their original source material.  
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Sound:
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All VO commands are re-edited variations of the stock ET sounds.
"Humiliation" is from "Quake3 Arena".
"Holy Shit" is modified from an old Duke Nukem sound bite.
The Axis and Allied ending sound effects were edited together using various flyby effects found
in MOHAA and combined with the alarm and mortar sound effects for ET.
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PERMISSIONS
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Copyright (c) 2007 Don Taylor
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You may NOT modify, redo, reproduce this map in any way without permission from the author.
You may NOT include or distribute this map in whole or in part in any sort of commercial product. 
You may NOT mass distribute this level via any non-electronic means, including but not limited to compact disks.
You may NOT use custom textures from this file.
You may NOT use the custom models from this file.  The lamps and tombstones are freely available from the FPS website
			listed above.  I will make my airplane models available for download in a separate file at a later time.
			Contact Chavo-One if you are interested in using his speedboat model.
			
You may use the edited VO sounds found in this file.  But not the sounds for the victory sequences. 
You may distribute this PK3 through any electronic network, provided you include this file and leave the archive intact.



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Note from the Author: 
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Praetoria was the name of an ancient Roman Garrison in northern Italy several centuries ago.  It
sounded cool so I decided to use the name for my fictional location. 

This map was begun in 2004 originally as a Deathmatch map for MOHAA. By the time I decided to make it
an objective map (Sometime in 2005) I had become somewhat disenchanted with the compiling limitations
found in MOHAA's compiler. I decided at that point to migrate all of the work that I had done over to 
Enemy Territory.  Because I wanted something that looked completely different than many of the custom 
maps already out there, I decided to migrate the look of my map over to ET as well.  This of course 
involved bringing over textures that I had already been using. Since this is essentially my first map,
one that has taken 3 years to complete, please pardon my noobiness in this area.
 

The Praetoria campaign was originally conceived as one complete map that would contain just about 
every type of objective that could be dreamed up. After months of struggling with engine and compiling 
limitations, I finally decided to break the map into a 3 part campaign. In my original design, the allies
would capture the Axis Main Bunker once the tunnel doors were blown and then continue to escort the tank
to the next objective.  However, after splitting out the second section ofthe map, I decided that 
"Bunker Hill" would need a much more interesting final objective for the allies to tackle.  After
weeks of brainstorming and mapping, the Radar Control Center was born.  I hope you enjoy destroying 
it as much as I do.  


Mission Two is perhaps 80% through construction.  Mission Three is only at the conceptual stage.
Completing them will probably depend on how well this map is received.  Hopefully I can finish 
them before becoming totally lost in Quake Wars.
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