Title : The inner City2 Filename : inner_city2.bsp Author : The Octave Doctor! Email Address : octavedoc@fuckyou.co.uk (yes it's a real address!!!) Website : www.geocities.com/broadway/stage/2347 Description : The Sequel to inner-city, this map is set in the same kind of run down area, gritty,nasty and it's bloody cold outside.There's a mixture of buildings around the place, I can't be bothered to describe them all-just take a good look around-the sewer network is quite extensive too. Other Levels By Me : Inner-city PlayTesters : Agent Orange,Biscuits,Royston,Kragvar,Spoon Raider Raider,Paradigm Additional Credits : Oddjob,Suislide and Mr_Grim for the help and info.Hellbringer and Ak-47, for all the excellent info and tutorials at the excellent Wavelength levels department.All the lads on the AHL forum, Paingypsy,Doping and C@iraith amongst many others-thanx for the constructive criticism and letting me know that at least some people out there were playing inner-city...soz if I forgot anyone... =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= * Play Information * Single Player : NO! r u daft? Deathmatch 2-4 : yep, If you like hunter and hunted style dms, this rocks! But I do recomend a minimum of 4 players Deathmatch 5-16 : Certainly-ideal Deathmatch 17-100 : Go for it-this map would be bezerk with this amount of people..... Teamplay : No game entity stuff in there-but if you have a team DM this map will be cool, there's 2 versions of some weapons.... New Sound : Yes.Nice city sound,a gurgling sound in the sewers and a bell for the crusher New Graphics : Yes.Custom textures around the place,but don't worry folks!-nowadtextures was used so no extra .wads! >8 )- New music : Yes.2 snippets of my very old techno tunes in the night club-try the decks! * File Location Information* hmmmm-you should extract the zip to the root of your hard-drive or where-ever your Sierra folder is. The zip will put them in the right places,but here's where they should go: Sierra/Half-life/Action/Sound/Octaved/ bell.wav Claire.wav Colo3RY.wav staf_city2.wav staf_sewer.wav Sierra/Half-life/Action/maps inner_city2.bsp inner_city2.txt * Construction * Base : None Build Time : 3 months on and off, from the middle of August 99 to final compile on 2/11/99 Map Info : tonnes of this that and the other about 1024 brushes 8000 faces 300 entities or somthing like that Compile Time : 30 minutes full compile on P2 233, 64 mb ram, 6 gig hd Editor(s) used : WorldCraft v.2, Wally Play testing : 40 hours plus Known Bugs : The leading edge of the crusher isn't lit properly-can't do nowt about this, it didn't bother the playtesters or myself so it shouldn't bother you. The shotgun that spawns in the crusher gets shunted by it so that it ends up poking out of the wall,it will always spawn there to forever after-I can't be arsed to find a way of stopping it happening-you'll just have to risk going in there to take a look. If you switch the decks on and off too rapidly in the nighclub the mult-managers lose sync so that the decks are rotating when the music is off, just rapidly switch them on and off again to fix it-this is purely asthetic mind.... There's no environment light on this map so if you play this map say immediately after a sun-lit map all the people and guns and stuff will be shining out of the dark shadowy parts of the map. Features info: Windows in Subway station explode, this is because originally I wanted the glass to hurt people,but the orignal system for doing this stopped the glass from re- spawning, so I made the glass explosive instead-weird I know but it makes a satisfying die-hard style explosion. Various explosive boxes around the place-there's at least one that isn't fully marked with warning signs.... In some places (I'm not saying where) sounds are triggered by people walking about There's some traps too =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= * Other Info * I've stringently worked on this map to make it gritty and detailed, but at the same time PLAYABLE, The R_speeds only creep up over 600 in about 2 places, for the rest of the map they average out between 250 and 400, so it's pretty quick.I recomend that people using slower machines set their decals to about 100, and if caught in a gunfight in a big area just head for cover (which is what most people would do anyway). The connectivity was another main feature that was concentrated on, you should be able to get anywhere in the map pretty quick once you know the layout. * Distribution * Copyright 1999 Shining Wits Productions Upload this wherever you want, just keep the ZIP intact. This level has been made out of the sheer enjoyment of AHl for fun, It is Public Domain, If you want to do anything with that invovles making money-Tough shit!If I find out this has happened I will be pissed off!This level is not be involved with anything to do with sale or money whatsoever. BE WARNED If you're going to include this level in any kind of collection, e-mail me just so I know. Don't modify this in any way. If a new version of AHL comes out with new stuff I need to add, I'll probably know, and release a new version myself. The Octave Doctor