                                                                       The Yard: 2004
                                                                          by DirtyDog
                                                                     the_yard_2004.bsp


www.kingpinforever.com
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INSTALLATION: 
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Extract all files to your Kingpin directory (ie: C:/Program Files/Kingpin or C:/Kingpin whatever the case may be on your system and make sure the "use folder names" option in winzip is ticked.) and overwrite if prompted. 
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DESCRIPTION 
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DATE                                      : September 30, 2004
TITLE                                      :The Yard: 2004
FILENAME                            :  the_yard_2004.bsp
AUTHOR                               : DirtyDog
SINGLE PLAYER                : 1 Player Respawn Points
DEATHMATCH	            : 16 Player Respawn Points
CO-OPERATIVE                  : 0 Player Respawn Points
BAGMAN                               : 0 Player Respawn Points
NUMBER OF PLAYERS    : 2 to 16
NEW TEXTURES                : none
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CONSTRUCTION 
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BASE MAP USED             : theyard.bsp
AUTHOR                              : Gizmo (steven hingley)
EDITORS USED                : KingPin QERadiant
UTILITIES USED               : paintshop pro
KNOWN BUGS                   : None thus far
COMPILE MACHINE         : AMD 1.6  512MB ddrRAM
BSP FULLVIS  (qrad-extra)      : 7 minutes

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COMMENTS
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An old DM classic that reminds me of when I first started playing Kingpin.  The Yard was among one of the very first custom maps I've ever fragged on and it's been an all time favorite of mine for it's open design yet still some layout behind the buildings.  I suspect the author was a quake2 mapper based on the angled brushes in the architecture and light fixtures.  However since Ive been mapping for a time now I was able to see some of the issues in the map.  There was a lighting error caused by a flare with an incorrect setting resulting in a screen filling artifact and the texture use was a bit off.  I reconstructed the whole level yet still preserving the overall layout I've always enjoyed.  The map is urban themed (did you expect anything else from me?) with a dark, gritty night time feel.   As for some other issues: The layout of this map is my first strike against me for r_speed control and my adding detail to the map just adds insult to injury.  What I did for this was place a func rotating door on each entrance to ONE side of the map with an area portal in each one totalling 4.  While all four doors are closed the r_speeds are fine.  If one is open, they jump as high as 1100 which still isn't horrible by today's standards and machines.  
Hope you like it :)
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ACKNOWLEDGEMENTS:
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Gizmo (steven hingley) for inspiring this and for the years of great fragging on your map :)



KP Forever! Frag On!
DirtyDog
KPF Admin
www.kingpinforever.com
ICQ# 76953303
dirtydog.admin@kingpinforever.com