+---------------------------------------------------------------+
|                         DM_CRITICALITY			|
|                         BY  VICTOR-933			|
|								|
+---------------------------------------------------------------+
| SUMMARY:							|
|								|
| Can't think of a story this time, so I guess I'll just talk	|
| about the map itself and its conception. If you remember my	|
| somewhat recent map DM_Powerstruggle, you may remember its	|
| layout is extremely boring (literally just a donut with no	|
| branch paths or vertical gameplay). I REALLY liked the	|
| aesthetics (and the design of the core) though, so I decided	|
| to I guess take a mulligan on that. This is the result.	|
|								|
| I also decided to incorporate the maintenance tunnels I used	|
| in DM_Enpro and DM_Fenrir. These were actually going to be in	|
| DM_Powerstruggle as well originally but I ran into issues and	|
| scrapped them early on. Probably part of why I became		|
| dissatisfied with the end result on that map.			|
|								|
| I decided to add the big hazard doors elsewhere in the map to	|
| create a sense of unpredictability. They are designed so that	|
| players can just hit the button while running past and shut	|
| the door in someone's face if they're being chased. The	|
| tunnels are intended to be used in a similar fashion,		|
| allowing players to leap in and out of combat and take a	|
| quick breather, or spring ambushes. In testing against bots	|
| they definitely added an interesting new dimension to play.	|
|								|
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| INSTRUCTIONS:							|
|								|
| Place BSP and RES files in half-life/valve/maps		|
| Place WAV files in half-life/valve/sound/dm_criticality	|
| Place SPR files in half-life/valve/sprites/dm_criticality	|
|								|
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| DEV NOTES:							|
|								|
| R_Speeds are around 1100 for the most part, but spike to	|
| about 1500 in a few areas. Should still run fine on toasters.	|
|								|
| Built on 3ghz Pentium D Dual Core 2GB RAM GeForce 8800;	|
| Tested on aforementioned desktop and under Xash3D FWGS V48	|
| (Android port) on GPD XD gaming tablet RK3288 quad core SOC	|
|								|
| Tested using RCBOT 1.3					|
|								|
| 22 Player Starts. Recommend 8+ players; it's a pretty big map |
|								|
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| CREDITS:							|
|								|
| TEXTURES: All textures made by me (yay!)			|
| SOUNDS: Most sounds ripped from Doom 3 and edited by me.	|
|	Some sounds made by me using signal/tone generators.	|
| SPRITES: All sprites except "doorblinker.spr",		|
|	"spotflare3.spr", and "wideflare1.spr" modified Valve	|
|	sprites.						|
|								|
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|								|
| 	      Find more of my stuff on Gamebanana!		|
| 	    http://www.gamebanana.com/members/213517		|
|								|
|	Check out TWHL for mapping tutorials and goodies!	|
|			http://www.twhl.info/			|
|								|
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