﻿// ======================================================================
// 'Frostbite, by Moonkey'
// Febraury 2025
// Cedric 'kemon' Easton
// http://www.etlegacy.com
// http://www.github.com/realkemon
// ======================================================================

This map is an overhaul of the original Frostbite map created by Moonkey.
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-----
v18:
•	Reworked Axis spawn gramophone. It now continuously loops in the background and can be enabled/disabled by activation whenever.
•	Also reduced volume of gramophone by 80%. Thank you jenik and kajto for reporting.
•	Added optional functionality to make the outer Transmitter ladder retractable by activating a lever up top. Thank you u!ps and Seto for reporting.
•	Improved player collision around the entire Transmitter building to prevent bumping into angled walls.
•	Exchanged interior textures in the Transmitter building for brighter ones to improve visibility.
•	Added weapon/missile collision to first railings in Transmitter building.
•	Added optional functionality to widen the Allied spawn hut exits by hiding the other door half. Thank you u!ps and Seto for reporting.
•	Fixed clip brushes for rear truck in the garage not being aligned with the truck model.
•	Adjusted sloped player collision on the stairs from Axis upper spawn to garage. Thank you Aciz for reporting.
•	Changed lower generator trim near document room to non-solid to smoothen out player collision and prevent messing up aim spread. Thank you Vorschreibung for reporting.
•	Changed weaponclip around barrels at documents to playerclip to match original Frostbite.
•	Improved player collision around potted plants and couches in Offices. Thank you Vorschreibung and jENiK for reporting.
•	Removed wire mesh from all railings for less visual clutter. Thank you jENiK for reporting.
•	Reworked collision of various steps from slopes to steps to prevent grenades from bouncing off in unexpected angles. Thank you jENiK for reporting.
•	Reverted gate setup between inner courtyard and lower catwalk to match the original Frostbite.
•	Shifted railing near main door to allow jumping over the railing from Allied spawn side again. Thank you jENiK for reporting.
•	Enlarged upper Axis barracks spawn for better spawn slot placement. Thanks uips for reporting. NOTE: The position of the front slots has not changed, however, the slot ids have been reassigned!
•	Added optional connecting door from upper Axis barracks spawn to a drop into Axis garage spawn. Thanks uips for reporting.
•	Raised ceiling height in document hallways to match original collision and reenable riflenade shots that were possible in the original. Thank you jenik for reporting.
•	Removed collision from window glass debris at main entrance. Thank you jENiK for reporting.
•	Reworked Allied spawn hut ladder to prevent glitchy movement up an angled ladder. Thank you Vorschreibung for reporting.
•	Fixed one bunk bed in Allied spawn hut being full weapon clip rather than player clip.
•	Reintroduced and strengthened peek over wall onto documents from Axis spawn side. Thank you jENiK for reporting.
•	Reverted truck in garage tunnel from tanker to flatbed with covered boxes to reenable observation spot. Thank you jENiK for reporting.
•	Reworked terrain outside of CP to simplify jumping from balcony towards Allied spawn huts without losing speed. Thank you Aciz, u!ps, Oksii and jENiK for reporting and testing.
•	Added lamp on table in Offices to reinstate movement boost. Thank you jENiK for reporting.
•	Reinstated railing leading up to documents from Axis spawn to allow quicker access to the top. Thank you jENiK and Oksii for reporting and testing.
•	Removed double glass from various doors to improve visibility.
•	Changed doorframe setup from nonsolid to solid to prevent shooting through and generally improve WYSIWYG.
•	Removed various wired-off maintenance rooms at end of hallways for a uniform background to improve visibility of players.
•	Transformed the guidance system into an entity so it can be disabled via mapscript.
•	Added translucent-red placeholder model for secret documents at transmitter analoguous to goldcrate/radar parts placeholder in vanilla maps.
•	Added skylights to the catwalk area for easier shoutcaster movement.
•	Adjusted floodlighting for a more gloomy look.
•	Added entirely new voice operator lines and news announcement for limbo menu.
•	Coloured map name to match other ET: Legacy overhauls. Thank you u!ps for reporting.
•	Separated levelshot and command map icon shaders from other shaders for easier server administration. Thank you u!ps for reporting.

v17:
* Improved texture alignment across differently angled walls. Thank you Aciz for suggesting the NetRadiant feature.

v16:
* Changed CP spawns to face the CP instead of stairs. Thank you bystry and Aciz for judgement.
* Removed versioning from pk3 contents. Thank you bystry and Aciz for suggesting.
* Adjusted lighting settings for improved performance. Thank you Aciz for suggesting.

v15:
* Adjusted height of railings in Allied CP room to allow jump onto the CP again. Thank you ohnoes for reporting.
* Added second bunk bed and adjusted position to match original, to allow hiding again. Thank you zenixje for reporting.
* Adjusted terrain at big crate near transmitter to allow TJing onto the crate again. Thank you WuT for reporting.
* Removed backboard of rear truck in lower garage to allow hiding there again. Thank you uYop for reporting.
* Removed gap in stacked boxes on balcony at middle courtyard. Thank you Aciz for reporting.

v14:
* Fixed command map icons showing outside of compass. (Thank you spyhawk for reporting)
* Adjusted position of inner courtyard truck. (TJ from hood of truck still possible)
* Changed back cover on tunnel truck from green to grey to match rest of truck.
* Fixed CP sounds playing in second round after /map_restart.
* Removed Allied CP spawns startactive spawnflag. Changed setstate invisible to alertentity functionality to prevent spawn glitch after /map_restart.
* Change from Axial Projection to Brush Primitives to enable better texture alignment/projection options.
* Adjusted various texture alignments.
* Fixed caulked surfaces visible to the player at shelf in Allied spawn.
* Changed bark texture of dead trees from temperate to winter.
* Fixed invalid shader on rear faces of terrain brushes near transmitter.
* Fixed incorrect use of skyshader at backside of two random brushes.
* Added unique ids for spawn slots to prepare this feature.
* Increased spawn slot count in garage to 32.
* Fixed glass shader on trucks.


v13:
* Fixed fully caulked terrain brushes. (Thank you woju and spyhawk for reporting)
* Fixed missing tree shader. (Thank you woju and spyhawk for reporting)


v12:
* Moved flying lamp models to be attached to girder in Axis garage. (Thank you Aciz for reporting)
* Adjusted player collision on cliff near transmitter to prevent glitching on the roof. (Thank you Aciz for reporting)
* Improved lighting in balcony hallway at inner courtyard.
* Fixed player collision on the Axis CP. (Thank you Aciz for reporting)
* Adjusted shader for winter trees to prevent overwriting default shaders on other maps. (Thank you Aciz for reporting)


v11:
* Adjusted lighting to increase performance.
* Converted smaller brushwork to .ase models to reduce lightmap data and improve performance.
* Increased supported playercount from 20vs20 to 32vs32.
* Reduced volume of wind sounds to reduce distractions.
* Further improved player collision at railings and doorways. (Thank you Aciz for reporting.)
* Changed clips for barrels and couches for proper hit- and footstep sounds. (Thank you Aciz for reporting.)
* Reduced weird shadows from the ceiling lamps in the office area. (Thank you Aciz for reporting.)
* Fixed missing shader for bush model. (Thank you Aciz for reporting.)
* Reverted collision on stairs down to garage to reenable a TJ. This also reintroduces bobbing effect. (Thank you Aciz for reporting.)


v10:
* Moved vent opening new side door for better alignment with surrounding textures
* Changed terrain shader on snow patches in inner courtyard for proper snow behaviour
* Caulked surfaces not visible to the player
* Changed floodlight colour to uniform white
* Made previously impossible TJ possible again
* Further opened terrain and world to simplify spectator and shoutcaster movement
* Improved player collision to simplify movement (doorways, ceiling and transmitter building)
* Generally improved lighting

v9:
•	Removed rogue clip at office entrance.
•	Changed catwalk in warehouse from `clipweapon` to `clip`. It is now permeable for weapons.
•	Simplified collision of machines at side entrance.
•	Added player clips to various shelves, pipes and doorways.
•	Fixed one alarm speaker not being named correctly.
•	Added a trickjump coming from warehouse, jumping onto box, onto truck into green passage. Disabled by default. Can be activated through mapscript. (deactivate line: setstate courtyard_TJ_box invisible)
•	Removed collision of blackboards.
•	Increased amount of shared files with other ET: Legacy overhauls to decrease filesize once they are shipped together.

to original:
•	The player is now able to stop and revert Storage Wall movement by activating the button again.
•	Alarm now also sounds when the Service Door has been dynamited before the Storage Wall and Main Door.
•	Structural mesh and VIS blocking has been improved
•	Visual changes have been made

						
ALLIED OBJECTIVES:
Primary: Steal the Supply Documents and transmit them back to Allied Command.
Secondary: Destroy the Main Door into the Complex.
Secondary: Breach the Storage Wall.
Secondary: Dynamite the Service Door.
Secondary: Prevent the Axis from constructing a Command Post in the Transmitter Building.
Secondary: Establish a forward Command Post in the Upper Complex.

AXIS OBJECTIVE:
Primary: Stop the Allies from transmitting the Supply Documents.
Secondary: Defend the Main Door.
Secondary: Defend the Storage Wall from being breached.
Secondary: Stop the Allies from destroying the Service Door.
Secondary: Set up a Command Post inside the Transmitter Building.
Secondary: Prevent the Allies from establishing a Command Post in the Upper Complex.