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Wolfenstein: Enemy Territory Map - SAND
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Request:
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PLEASE be objective. If I have given you this map then I picked you for a reason.
I am NOT a mapper, let a lone a good one. I am just a player who has been craving a new map.
It is my goal (with your help) to create a map that we can use in competition.
I am very open to suggestions. However, remember that I do have limitations. 
If the map turns out to be layed out so bad that I have to almost rework it, I won't. 
Things I am looking for are in game scenarios that will be affected by things like box placement, chokepoints, and spawn points.
I don't care too much about how pretty the map is but I do want it to looks somewhat decent.
I am terrible with putting things like decorations in a room to make it look "real" so those suggestions are welcome as well.
After this first beta release, I would like to make whatever changes seem to be good then play test it with certain clans.
I do NOT want this beta to get out so I am trusting you to abide by that request.
Also, if you think you can add somethign to this map, I dont mind giving the source out. 
This map isn't about showing off my "skills" or lack there of. Its about a map for us to play on.
I know it will look shitty compared to most maps out there but I want it to PLAY good.

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Known Shit:
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I don't have any command posts or health/ammo racks yet. I am unsure where I want these as of now.
I would like the beta dudes to help me decide where if any, would be a good place for them.

You can place mines on the road where there is sand. I was gonna take this ability out but then decided not to.
I don't see this being a big deal and may even prove to be a pain to change so I'm no bothering with it now.

You can get on the mountain side above the lower allied spawn. There is also a crease in the mountain side where you 
can run across to the next ledge. Its nothing really advantageous for the allies but it looks weird. I left it in because
its kinda fun :D I can easily clip this but won't unless i hear its shitty or yuky :O

Theres more, I just can't think of it now and i want to zip this up and post it :S

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Changes since BETA-4/5:
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- Moved spawn flag closer to allied base. Also, once the garage or tunnel door blows,
the flag disappears and the allies can't reclaim the flag (like oasis and radar).

- Spawn flag displays on the command map properly now.

- Replaced the allied only door to be a tnt door.

- Added spawn points for axis near the transmitter.

- Added a bunch of buildings in the front area near the allied base.

- Moved the initial allied and axis spawns up some.

- Cleaned up a lot of unnecessarry brushes (may help fps a tad).

- Added a tree or 2.

- Added a vent that goes from the garage to the doc room.

- Bunch of other little things i forgot :O



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Changes since BETA-3:
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- Added a faster route to the transmitter via an allied only door

- Added a busted up building for cover in the front

- All trees are now climbable + added a few more trees

- Deleted soem unnecessarry brushes

- Fixed some intersecting brushes

- Decided to make the garage door to the outside neutral

- Added an allied only door to go form garage to halls.


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Changes since BETA-1&2:
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- Fixed the light textures so you can now see them

- The radio icon now shows on the command map

- The door into the allied garage is now allied only

- Properly clipped the trees so bullets don't go through the trunks

- The Dr. Seuss Book model is no longer invisible

- Added a few boxes on the allied base for sniper cover.

- Added a couple trees

- Added radio sounds to teh axis transmitter

- Added ambient desert sounds

- Fixed soem texturing that nobody would notice but me :O

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Story:
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Who cares?

Ok, The Axis are on the offensive. Their mission is to steal 
the top secret Dr. Seuss book from the allies and transmit 
the stories via the radio transmitter.

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Level info:
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I designed this map based on mp_ice. 
In fact, the Allied base is a good chunk of the allied stronghold from mp_ice.
I didn't plan on making a real map from it but I just kept fiddling with it, trying
to get ideas to make a map that can be played in competitive matches (shorter 
time, not defensively favored, etc.). 

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Level technical info:
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Name:		Sand
Type:		MP / SW
Stage:		BETA
Revision:		4,723
Time taken:	I forget :/
Beta Compile	-meta (for now, may affect fps due to the slack way it compiles but its faster for me :D)
Final Compile:	BSP -meta, -vis, -light -fast -filter -samples 2 (thats what gerbil used :O)

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Author info:
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Lamer:		ChumChum
Site:			http://www.chumbox.com
Clan Site:		http://stop.lame.info
E-mail:		chumchum@speakeasy.net

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Thanks:
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Nubs - Helped throughout the entire process with ideas and models

[MML]Gerbil - Used his source map to help me through a lot of my questions. 
While I don't like the map for league play, its still an amazing map.
http://theburrow.fragland.net/tutorials/index.htm

Hummer - Awsome work - used his crate models, they rock. 
Always trying to help n00bs like me

Splash Damage & their ET mapping forums
http://www.splashdamage.com/forums/viewforum.php?f=9

Nibs site
http://www.nibsworld.com/rtcw/faq_general_mapping.shtml

Wolf Project
http://www.wolfproject.net/

All the beta testers

My cat Sting

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Copyright:
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Who cares?

