Powder Snow - Deathmatch

Map by Bruder D
visit   www.bruderd.rockz.de 
for other maps by author!


Half-Life Deathmatch mode deserved
a map with this great cs_office-Textures
and I thought its time for me to design
a new HL-Map once again so this one 
arose.

*----------------------*
 Update note 26Jan2004
*----------------------*
This is a wonderful map, fun to play and very well made, however ...

The original map required both cs_office.wad and cs_bdog.wad
which together were 8.8MB to make this map work for HLDM.

With all the required file, the zip was over 8 megabytes, just way too
much for players to download online and even too big for most emails.

In reality, only a small subset of these textures are used in this map
so I created a custom WAD with just the specific textures needed (1.4MB)as
well as fixing a few minor problems and creating a full distribution and server
resource file for HLDM Servers.

The BSP itself has been hotpatched to make this work, that is the checksums
are the same but the BSP now only looks for Powder.wad.

You must install the entire zip for this to work, but the hotpatched client
will still work with the original if a server somewhere insists on running
the original version (the client shouldn't require the cs wads either way)

Clients trying to run the original powder.bsp will have to have the cs wads
but will get the rest of the enhancements from the server if it's running
the hotpatched version.

qUiCkSiLvEr

Minor patch 28Jan2004 - found that one of the ammo entities in the game_player_equip was
causing an odd "edict" error.

It turns out that if game_player_equip calls to stock a player with an entity that isn't
actually in the map anywhere then that entity is never cached and is unavailable to the
client which creates this error.

The offending entity was "ammo_9mmbox" which was never used in the original map.

I added one such entity to the map and that fixed the problem :)

Interesting too, it only caused problems on the client side not the server where
normally non-cached entities are flagged.

I also shuffled all the spawn points, they were like totally sequential :)

(Press FIRE to continue)


Map tech info:
Object names  Objects/Maxobjs  Memory / Maxmem  Fullness
------------  ---------------  ---------------  --------
models             35/400         2240/25600    ( 8.8)
planes          15052/32767     301040/655340   (45.9)
vertexes         9982/65535     119784/786420   (15.2)
nodes            4378/32767     105072/786408   (13.4)
texinfos         3437/32767     137480/1310680  (10.5)
faces            7481/65535     149620/1310700  (11.4)
clipnodes       12057/32767      96456/262136   (36.8)
leaves           2519/8192       70532/229376   (30.7)
marksurfaces    10030/65535      20060/131070   (15.3)
surfedges       34649/512000    138596/2048000  ( 6.8)
edges           18098/256000     72392/1024000  ( 7.1)
texdata          [variable]       3704/4194304  ( 0.1)
lightdata        [variable]     846225/4194304  (20.2)
visdata          [variable]     144051/2097152  ( 6.9)
entdata          [variable]      19384/524288   ( 3.7)
85 textures referenced
=== Total BSP file data space used: 2226636 bytes ===
