================================================================ Title : Pearl River Plantation by GoJo Filename : Pearl.zip Email Address : cooperjd@one.net Dedication : Two Outlaws have consistently supported, helped, and encouraged me in this artform of LawMaking. This map is for them, Paleface and ShotgunMc. Both diverted extra time and effort for this map. I can only hope it is worthy of them. Thanks guys. Description : CTF, DM, Teams, Tag (Ya know, I still haven't tried tag.) Additional Credits to : Gryphon, the newsdude who first showed interest in the work in progress and asked to be a beta tester. I was more than happy to oblige. ================================================================ * General Idea * Pearl River Plantation sits on the north side of the Pearl River in Mississippi. It is blessed by a large flood plain across the river and a cold water spring. The cold water spring provides a natural refrigerator. It is shortly after the War of Confederate Independence. This plantation has been used by Union troops. In gratitude, the commander made sure the place was not looted or vandalized. When the troops left, they didn't bother carting off everything, which is why you will find weapons and ammunition in the slave cabins. Unfortunately, not all troops went home. Some from both sides decided to take advantage of the upheaval to rob and pillage. In the face of this, the owners have fled to a nearby town. Are you a robber, or are you there in pursuit? No matter. Let the battle begin. * Play Information * I've made the river fast flowing to combat bobbers. This had to extend to the entire sector, not just the floor, since bobbers fly a bit on every bob. This means jumping into the river will result in some odd airborne behavior. Not to worry, you will eventually be washed up on the shore downriver. It is possible to swim out by the bank if you fall in. It is not easy and requires swimming underwater as a further deterrent to bobbing. There is a reward for the good, persistent swimmer near the slave cabins. Since the river could be used as a one way attack path in CTF, I've made the road a similar situation. The door at the end of the pasture is open from the pasture side only. Beware, if you just stand on the road side of the door, you can be shot from the pasture side, even though you can't see through the closed door. Two strategically placed barrels can be leapt upon for access to higher areas. They are in the barn and on the river end of the row of slave cabins. The fields are inaccessible; just eye candy. I have placed a guy just before you hit the forcefield in the road as a heads up. Since the only surefire way I know of getting WAVs heard is to make them floor sounds, you may get an echo from your steps. The creekbed has the water flag on, but whenever the river is viewable, it turns off. It is possible to reverse this so that the creek gets precedence. I thought the river should flow without interruption. Oh well, it's just eye candy, anyway. * Innovations * The sky is unorthodox. The sky flag is not turned on. It is simply a uniform pale blue which matches the blue above the modified fence PCX. The reason for this is to keep the advantage to FPS of having visually separated sectors, yet have the sky above the trees look natural to those who play in DD or MGL. (BTW, in many respects, this map looks BETTER in DD than in Glide.) In Glide no adjoined sectors need be behind the seethrough PCX for the sky to look natural. In DD or MGL, the seethrough looks pure black without these sectors behind. On the other hand, if adjoined sectors are placed behind the seethrough PCX, Outlaws assumes that these sectors beyond are visible and renders them, sending FPS far too low. In DD, some varying color lines appear. The only side effect in Glide is some sector edge flicker in the sky. I tried to minimize the odd look when viewed from high vantages, but especially along the walls out front, it is somewhat disconcerting. I hope these are not too annoying, as the benefits of this usage are so great. Well, I wasn't the first out with a ladder, but mine is (as far as I know) the first angled one leaning up against a wall. I considered a special PCX for it, but kind of like the way the metal texture makes it stand out. It's in the barn. New PCXs : There are plenty. All are compatible with RANCH pallette. Feel free to use any. I'd appreciate a nod in the TXT. :-) blanket; A plaid blanket, I made it turned back to show a tick mattress below. It is used for the slave beds. It could be useful for others by adjusting not to show the mattress. Bricksw, perlprch, perlshut, prlshut2: These make up the exterior of the manor house. whbrick: just a small white brick pcx used for the outside brick walls. edwards, girl, ship: paintings. gate: at the end of the driveway. pearlwal, pearldr, perlflrl, prlflrdr: wallpapers above paneling, and doorframes/doors used in the interior of the house. perlpnl: paneling up the stairs. chimtop: tops of chimneys. using a pcx here helps FPS better than adding extra sectors for the same effect. Horwht, Whplank: just bands of white / gray - porch top and pillars oven: The little stone building out back is the kitchen. oven doors. sumsky: the solid, pale blue sky. noswim, perldedi: signs The following are modifications to existing PCX files. C1backh: the fence with trees above. This is quite different. I reengineered it to have a smooth transition in the middle as well as the ends. This means 0 mates with 32 as well as 64. I added the double fenceposts and moved the low spots to the ends and dead center to allow for better looking corners. The fenceposts look more natural this way, and the straight edge on corners is minimized by the low spots in the foliage. (Getting the walls to multiples of 32 was the tough part.) To return it to seethrough, flood or color replace the light blue with the green seethrough hue. perlston: Stone retaining walls on house side of creek and leading to river. perlgras: the grass. The gold specks were supposed to enhance the bright cloudless sky. treetop: along the far side of the road and river. See C1backh for conversion to seethrough. planting: the inaccessible fields. New NWXs/ITMs: Rescued from OLOBJ by creating ITM files: Basket01, Basket02, Boblamp, Stool Make sure to acknowledge the author on those below. Feller: A remake of BillMorg into an affable dude on the road. His sound comes from stepping on the sector directly in front of him. Candsmc, Candgj: two versions of breakable candles. The original design by me with breakability supplied by ShotgunMc. Lampsmc, Lampgj: as with candles, oil hurricane lamps with copper bases. The ShotgunMc version explodes into fire, mine just breaks. They are shootable at sector floor level. Fish: by ShotgunMc. Dive in and take a look. Vudupale: Paleface's first ITM. Left behind by one of the slaves. See if you can find it. It was suggested that it would make a great vanishing creme, and since it was magic, might be tolerated by the Outlaws community. Send your thoughts on this to Paleface or me. New WAVs: Just one, FELLER: The road dude speaks. * Construction * Base : Editor(s) used : LawMaker ver 1.0 Beta 3 Known Bugs : See above + at certain angles the center pockets on the pool table behave badly. It should not harm play in any way. * Copyright / Permissions * Authors MAY NOT use this level as a base to build additional levels without permission. I would only consider this if someone wanted to make a Single Player version with limited changes to the structures. You MAY distribute this level, provided you include this file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact. If you make money on it, you will hear from my attorney.