** INTRODUCTION **

Title			: Penitentiary
Date			: 5th March 1999
Filename		: Gustavo1_Penitentiary.bsp
Filesize		: 2.4mb, or thereabouts.
Author			: Keved, my Half-Life deathmatch alias is Gustavo
Email Address		: keved@keved.force9.co.uk or keved@hotmail.com
Home Page		: http://www.keved.force9.co.uk

ABOUT ME:
Something I always wanted to do was a 3d map, but found the software too daunting & unapproachable. However, I now work for an Architectural Practice and have become familiar with CAD (Computer Aided Design) conventions, including 3d & rendering packages. So why not have a go at designing a map? My CAD knowledge meant I picked up Worldcraft literally in minutes, and this map "Penitentiary" is my first ever attempt (I butchered it up a few times though, performing open-heart surgery). Don't know if I'll make any more, enjoying whopping ppl online too much 8-) I have got working titles & ideas for more maps, including "Maximillian" (next up, more teamplay orientated).

CREDITS TO:
i)  Valve/Sierra
ii) Records, for salvation from radio/tv hell.



** PLAY INFORMATION **

SINGLE PLAYER:
Just to familiarise yourself.

DEATHMATCH:
4 players min preferable, any less and the map is too big so it will be hide & seek (though you may want this). I have included 20 respawn spots, for those mad b'stard slaughterhouse Snark-Pit style games, and tried to keep these spots away from prime sniping areas ie to stop camping. I'd say a reasonable number of players is between 8 and 16 for a competitive game.

DESCRIPTION:
A Penitentiary, which fronts for a more shady testing installation. Prisoners "escape" or "die of natural causes" according to official records, but in reality they are used as guinea pigs for radiation exposure laboratory tests in the basement area. A warehousing area is located on the top floor above the prisoner area (with 'prisoner control utilities'...Gauss=cattle prod? heh). Also houses a facility for garbage compaction.

AVAILABLE WEAPONS & AMMO:
Weapons=Crowbar/Pistol obviously, 2xGauss, 2xEgon/Gluon, 2xRPG, 3x Magnums, 1xCrossbow, 2xSnark, 1xHornet, 5xGrenades, 6xSatchels, 6x Lasermines, 3x9mmAR's, 3xShotguns. Ammo=5x9mmAR primary, 5x9mmAP secondary, 4xMagnum, 4xShotgun, 6xCrossbow, 4xGauss clips, 4xRPG. Maybe that is overkill, but it's a fairly big map & I'd rather have slightly too much like on Crossfire than have frustrating little trashy Pistol/Crowbar fights everywhere. Health & HEV charges scattered around too. Oh, and a few health & HEV charging points.

TRAPS:
I've included 2 traps...both guarding an Egon. I'm with those of the opinion that it is too powerful for the (small) amount of skill it takes to use. Leaving them out isn't the answer, but a) making them difficult/risky to reach b) not placing Gauss clips in it's vicinity c) keeping respawn spots away from where the Egon's are located d) keeping them in open areas (difficult to be accurate on the turn with an Egon, therefore open spaces allow ppl to dodge around a bit more, and of course ensure the Egon ppl are open to sniping). I've tried to adhere to each of these points in placing the 2 Egon's.

PLAYING:
Connectivity...whilst most areas are readily accessible & easily traverseable, I feel the occasional area where connectivity is slower adds interest to a map...so it ain't always 'automatic pilot running & shooting'. Therefore, there are four lifts that are all button operated. I know some ppl won't like the buttons (prefering just to step on the lift) but IMO...1) many lifts don't work properly unless button operated (I've found standing at the top of EVERY lift in EVERY map I've played randomly brings the lift up...I guess this is a problem with the HL engine). 2) button operated things add tactical elements, with being able to 'seal off' areas behind you & hear if someone is using the lift. The lifts are fun anyway, in being 'highways to hell', ie very fast! Also, a blast door down in the testing lab that opens & closes manually (adding a teamplay/tactical element). Also, it moves very slowly..."Holy shi* boys, someone is knockin' on the door...get ready".

The dark area on the top floor above the hut housing a health charger is perfect for Crossbow snipers...a long corridor, only reachable by a few jumps...but equally, it is vulnerable with there being an RPG nearby...one shot into the darkness is gonna kill the sniper outright. A nice balance I feel...a good ambush area with healing facilities, but also vulnerable. Having played unbalanced maps like Subtransit I've made a genuine effort to ensure this map is balanced, with the more destructive weapons some distance away from their ammo. Maybe I have/haven't succeeded, dunno, only playing will tell. There is also plenty of health/HEV packs & rechargers around simply because in my experience too many maps have far too little of them, meaning it is difficult to put a run of frags together...you kill someone but sustain damage & no healing packs are around so the next guy gets a cheap frag (of you). I prefer maps where it is possible to stay alive & heal yourself through all the carnage, rewarding skill & effort.

The Gauss jump should be of genuine importance too in the garbage compaction area...jumping over the crusher to save yourself from death, or jumping quickly up onto the lights in one of the 4 corners to escape a pursuer. Also note one of the Gauss cannons is only reachable with the long jump. This is to reward players who try to get it, as a Gauss clip, health pack, and HEV battery is alongside the Gauss. Worthwhile getting up there I think as many ppl will not bother trying to get to that area and may duly ignore it when on the prowl for other players, not seeing you.

Whilst it was intended to be a DM map, I think it also suits team-play, as several areas are very much worthwhile holding onto & are defendable. Some of the rooms are perfect for teams all armed with Crossbows as there are lots of quiet areas to sit & snipe away (for this reason I only put 1 Crossbow on the map), covering every corner of the room from multiple sniping places. I intentionally put in plenty of sniping spots, both for Crossbows AND Satchels/Grenades. A reason I've never liked Quake2 DM is that there is only 1 way to play...run around like a nutter & hope you crawl out alive from the carnage (and also the poor weapon balance...almost every weapon in Q2 needs direct line of sight). With HL's better balance of weapons, more strategy is possible, and so I intended to make this map a compromise to suit both sniper & rambo type players, and any other way...there are plenty of lasermines & satchels for the boobytrappers out there. Should make for interesting games. It ain't favouring sly players though, as the map has lots of close combat weapons which are more readily available.

I did intend to make the map bigger & more elaborate, but had to omit some of what I planned for in order to keep the running speed reasonable (still think it runs too slowly, but I took out EVERYTHING I could). Eg, the top corners of the bunk beds are square...I originally had these curved. Also, I originally had many more prison beds, etc that would of added to the atmosphere, but they had to be culled for the sake of speed. Not happy about that, but essential measures really. With first being my first map, I've learnt alot to bare in mind for successive maps. It ain't too bad, with wpoly speeds keeping below 750 at ALL times on my machine (generally below 500 though, even in the larger rooms). Most areas of the map have wpoly speeds of between 25-250 (on my PC), and epoly speeds never rose above 2500 (2500 was complete worst case, generally eploy was around 1000) so those running it without 3d acceleration shouldn't find it too bad. But, I didn't test it when 20 ppl where playing, with blood & logo decals everywhere, so with it's size (2.4mb) & complexity of some areas, don't count slowdowns out.

Hope you like it. I'd sure appreciate feedback too, on what parts of it are more successful, thereby helping me build other maps.



** INSTRUCTIONS **

Make sure you put the Gustavo1.bsp file into the following directory:

...\valve\maps



** CONSTRUCTION **

Base                    : Created from scratch, butchered up a few times.
Editor(s) used          : Worldcraft v2.0
Known Bugs              : Sure, why not? Bound to be some I didn't find. Oh yeah, there is one...the "pisshole" in the prisoners area with the Crossbow (cute), the water makes players "bounce" on it, and is only enterable by ducking. Couldn't work out why, but there's only a Gauss clip down there.
Build Time              : Estimate of 30-40+ hours (spread over 6 weeks), Flippin' eons, but maybe half of that was before I butchered & revamped it.
Compile machine         : Intel PentiumII 300mhz, 8mb Ati@Work AGP,
			  224 meg ram (not a typo), 12mb Creative Labs Voodoo2.
Compile Times...
QCSG			: 44 seconds
QBSP2			: 42 seconds
QRAD			: 40 minutes & 31 seconds
VIS			: 61 minutes & 54 seconds



** PERMISSIONS **

You MAY NOT sell this map for money without my permission.

If a magazine wants it on its CD - that's fine - *BUT* you *MUST* send me a copy of the mag and credit myself with it's construction, AND INCLUDE THIS TEXT FILE. Feel free to swap it amongst your net friends & encourage them to send suggestions to me. You MAY NOT alter or add to this level without my permission.

You have yerself a nice day, y'hear?