﻿// ======================================================================
// 'Ice, by id software'
// September 2022
// Cedric 'kemon' Easton
// http://www.etlegacy.com
// http://www.github.com/realkemon
// ======================================================================

This map is an overhaul of the original Ice map from ET created by id software.
As part of the ET: Legacy asset creation effort certain maps are being overhauled.
Those maps have been selected for their stable gameplay, even in a competitive environment.


-----Changelog-----
v12:
* Improved texture alignment across differently angled walls. Thank you Aciz for suggesting the NetRadiant feature.

v11:
* Removed collision from window shutters to improve player movement. Thank you Aciz for reporting.
* Improved collision around doors to prevent players from getting stuck. Thank you Aciz for reporting.
* Adjusted terrain blending at Allied ruins for better looks. Thank you Aciz for reporting.
* Fixed caulk leak at boxes near Allied tunnel entrance.
* Fixed missing command map icons for third-party mods. Thank you Aciz for reporting.

v10:
* Fixed game crash: ERROR: G_Scripting: alertentity cannot find targetname "forward_bunker_spawn_east". Thank you Dmxj and Jay for reporting.

v9:
* Changed default of flag secure mechanic to be always captureable by default. Thank you ET: Legacy competitive community for reporting.
* Fixed flying tree near Axis North spawn. Thank you semik for reporting.
* Fixed caulk leak near tunnel exit at side wall. Thank you semik for reporting.
* Split forward flag spawn to allow disabling additional slots. Thank you Helldembez and ohnoes for reporting.
* Removed versioning from pk3 contents. Thank you bystry and Aciz for suggesting.
* Adjusted lighting settings for improved performance. Thank you Aciz for suggesting.

v8:
* Adjusted terrain near Side Wall to allow getting onto the upper floor again. Thank you h2o and WuT for reporting.
* Adjusted terrain near the tunnel bunker at Side Wall to allow getting onto the roof again. Thank you uYop for reporting.
* Adjusted terrain near Side Wall to remove the need of jumping onto boxes before walking up the ramp. Thank you h2o and WuT for reporting.
* Removed one tree near Side Wall and adjusted scale of second to improve line of sight again. Thank you h2o for reporting.

v7:
* Fixed command map icons showing outside of compass. (Thank you spyhawk for reporting)
* Changed from Axial Projection to Brush Primitives.
* Added unique ids for spawn slots to prepare this feature.
* Adjusted various texture alignments.
* Reduced number of verts and shaders in first valley.
* Reworked forward flag functionality to prevent spawn glitch after /map_restart.
* Added optional flag secure mechanic when Side Wall destroyed. (enabled by default)
* Added optional health and ammo cabinets in southern tunnel. (diabled by default)
* Removed Axis flag cm icon for Allied team as it was causing problems.
* Adjusted colour of lighting in transmitter building to be less obnoxiously orange.
* Fixed glass shader on trucks.


v6:
* Fixed side wall cm icon being upside down in vanilla ET due to incorrect field order in .tga. (Thank you Aciz for reporting)
* Adjusted terrain clipping to be a bit less aggressive. (Thank you Aciz for reporting)
* Removed common/slick at tunnel exits. (Thank you Aciz for reporting)
* Improved lighting at Allied CP.
* Adjusted shader for winter trees to prevent overwriting default shaders on other maps. (Thank you Aciz for reporting)


v5:
* Adjusted lighting and terrain blending to improve performance.
* Increased playercount from 16vs16 to 32vs32.
* Removed flag sound from guardtower.
* Fixed CP sounds playing in second round after /map_restart. (Thanks to WuTangH for reporting issue on 'Supply Depot, by ginc')
* Fixed missing command map shader on forward bunker flag for Axis.
* Fixed setstate error for non-existent entities.


v4:
•	Moved ceiling-mounted lights to be flush with ceiling
•	Improved lighting

v3:
•	Improved VO announcements. 
	-- As long as both Main Entrance and Side Wall are active VO is: "defend/destroy entrances".
	-- As soon as one has been breached VO is: "defend/destroy the side OR main entrance".
	-- Added VO announcements for active map objectives when joining a team.
	-- Added VO announcements for the guardtower.
•	Added base alarm when the main entrance gets destroyed.
•	Added colour-coded guiding system intended to ease new players into the map.
•	Added ambient sounds.
•	Doors have been widened to allow for faster movement.
•	Visual changes have been made.

// AXIS
Primary Objective: Retrieve the documents.
Capture the forward bunker.
Destroy the main entrance.
Destroy the side wall.
Don't let them construct the guardtower.
Prevent the Allies from establishing a Command Post.
Set up a Command Post.

// ALLIED
Primary Objective: Defend the documents until reinforcements arrive.
Capture the forward bunker.
Do not let the Axis destroy the main entrance.
Defend the side wall.
Construct the guardtower.
Establish a forward Command Post.
Prevent the Axis from fortifying their position with a Command Post.