Map: Lockdown Revised
Revision: 2
Author: Fearsome*
Email: iamfearsome@gmail.com

The goal of this map is to create a map that is well balanced for competitive and public play from 1v1 to 5v5 and from 2 to 16 players. An attempt will be made to fix as many bugs and exploits in the map as possible so the map can be played without any admin intervention. The map also seeks to use weapon placement, and map design to keep players moving about the map and pull them to a center of attraction. The map will be updated periodically to keep up with the times and as new bugs and exploits are brought to my attention. Please email me with issues so they can be fixed in future revisions. 

Thanks to clan $W for tons of play testing, Ko Tao for finding many unclipped areas, and everyone else who helped look for bugs and play test. 

Change log:

Revision 5:
- Incremental renaming of Revision 4 which was never formally released. 
- Clip added to the corner of the catwalk near the crossbow so a crossbow bounce shot to the rocket could be completed easily. 

Revision 4:
- Bench in shotgun jail cell rotated to back so and shotgun moved with it to prevent shotgun from interacting with physics (smg nade blows up in your face).
- Center charger room windows changed so player lag bug would not take place when shot with bullets.
- Legacy physics motion field removed from under the stairs.
- New light added to front catwalk dark hall area between side hall and crossbow.
- Doors in the new hall made wider.
- Lights added to barrel room in the bathroom to take out dark areas.
- FRAGS on top of pillar near toilets in bathroom moved back to allow crossbow shots over the pillar. 1 moved to the other side of that broken wall behind the pipes.
- RPG vent now allows duck sprinting again. But the RPG has been moved into a vent above the entrance vent.
- Clips added to 2 small windows in the back mag area to prevent camping.
- Clips and pipes moved closer to the wall at the front catwalk near the charger to more easily allow circle jumping into the charger through the window. 
- Game Player Equip removed. 
- New clan posters added.
- Revised added shotgun, changed to AR2 to serve as redundancy in case AR2 stops spawning in the bathroom due to inability to solve this problem increases activity in map.
- Raised main room lights to allow more jumps. 
- Replaced player clip in item room accross from x-bow.
- HDR sky removed, new sky used. 
- Added clips to various places to smooth movement and prevent camping. 


Revision 3:
- Benches in the side hall changed to static benches due to complaints about hindered movement. 
- Glass around the Citadel HEV Charger has been changed so it does not leave broken glass around the sides when it breaks which looked bad in HDR. This changes some of the interaction the glass has such as combine balls.
- Changed posters on the wall to posters of HL2DM groups. 
- Spawn point in shotgun cell moved under Citadel HEV Charger.
- A sensor has been added to the RPG vent which detects fast movement and turns on a second fan. (don't duck sprint)
- The map now supports HDR lighting and has an HDR sky.
- Lighting for the combine HEV dispenser has been upgraded to look better. 
- Black areas on walls in the bathroom have now been fixed with proper lighting.
- SMG nades in the bathroom side hall should not stop spawning.
- AR2 and Orbs should not stop spawning in the bathroom.
- Some added clipping changes to make game play smoother.
- Many texture flaws fixed.
- Posters in the map have been replaced with those from various clans.
- Citadel charger lights have been changed to point_spotlights to look better.
- 2 citadel charger indicator lights moved down to gate so they can be seen from behind. 
- Several cubemap changes to make the map look better as well as remove those which had an insignificant impact on looks. 
- Moved middle side hall AR2 ammo closer to 357 ammo so players would not grab trying to catch orbs. 
- Added ar2 ammo near crossbow ammo next to RPG vent. 
- More player clips added and changed to prevent players from reaching out of play areas. 
- Players can no longer jam the RPG fan plug.
- You can set "sv_cheats 1", then "ent_fire showspawns showsprite" to view all spawn points in the map. 

Revision 2:
- Fixed spawn point in hall between 2 benches sometimes at the level start a bench would spawn on the player. 
- Hand rail near crossbow was hanging off the catwalk, fixed and made it look better. 
- Clip at broken handrail near HEV was reshaped to allow players to circle jump into HEV room easier. 
- Fixed paint can, and cinderblock in fan vent not colliding with players. 
- Fixed clips around fan vent players could jump on. 
- Fixed several ceilings where players using exploits could jump out of the map, now they should just get stuck in the ceiling. 
- Pile of rubble in bathroom near front should no longer stop people. 
- Map rename caused cubemaps to be “lost” in the bsp, this is fixed. 
- Fixed nodraw under models causing cubemap visual flaws and a cubemap in the ground near the magnum at RPG vent. 
- Removed 4 sprites in windows that did not look good half drawn in the wall. 
- Changed window lighting setup to make lighting more consistent. 


Revision 1
- Throughout the map clips have been put in place to prevent people from grav jumping or any other tactic that allows them to get up in high places that should be out of play, lights, windows, vents…
- Throughout the map clips have been placed to smooth out movement so players do not get stuck on small out crops, and movement is more smooth fences, rails, windows, doors, bars, rubble some large clips have been removed to make movement make more sense visually…
- Changes in bathroom displacement so movement is not restricted in more places.
- Fixed shotgun not respawning in barrel room.
- Fixed 357 not respawning in RPG vent then changed it to a crossbow.
- Added 4 frags on top of bathroom urinal wall. 
- Fixed invisible barrel in vent.
- Replaced back hall AR2 ball with crossbow ammo. 
- Optimizations of entire map too many to list none should effect game play other then boosting FPS, condensing brushes, making detail brushes, no draws…
- Added an extra hall with armor going from the bathroom connection room the hall with crossbow. 
- Changed metal buckets to paint cans in and near RPG vent moved one up onto ceiling vent.
- Moved RPG vent rocket ammo too upper side hall barrel room to get RPG holders to move more. 
- Added 1 saw blade in room in upper side hall barrel room.
- Made indicator lights to tell the status of the super HEV charger ( red = empty, green = >= half full, dim green = <= half full).
- Added 5 spawn points to reduce spawn kills
- Removed some small items that would slow players down, keyboards, brown boxes, chairs…
- Changed other small physics items to not slow players down when still.
- Moved benches from blocking entrances when they spawn to the new hall.
- Spread out items under the stairs so you can pick the item you want more easily without getting something you do not want with the gravgun. 
- Removed some ant lion holes, made them all take damage from crossbow. 
- Removed some respawnable breakable brown boxes to lessen lag then they blow up. 
- Fixed various dark spots from lighting errors.
- Fixed exploit charging the super charger through the floor from below it. 
- Fixed exploit upper side halls could see into another room through window. 
- Fixed exploit upper side halls could turn of environmental sound in part of the map. 
- All players receive crowbar and stun stick regardless of team or model. 
- 4 light over bathroom sink wall replaced with a pair of higher lights so players and objects are not blocked moving over the wall. 
- Fixed areas where looking through window allowed you to see into other rooms you should not be able too. 


Known issues in Revision 5: 
The glass in the charger room windows may hurt you if you do not shoot it with the gravity gun well before you hit it while trying to jump through the window. 







