MAP Name: sc45Op_escort Designed by Wolf-3D ALPHA Release Warnings: ==================================================================================== Known Bugs: =========== ===================================================================================== CHANGE LOG: ============ TODO - lvl6 robo's cannot be repaired without taking robo repair 101, build sequence with engineer. - Add Alien terminators for Robos if approach COM Central without Player repair skills ToDo - lvl6 DNA medkits can be picked up but not used until Medic is found and "talked to" build sequence. - DNA Turning of Aliens cannot be done until above, complete sequence. - Change MAP_END point from robos to map3. Bonus HP not properly implemented map2 04/03/2012 - Fixed a "Logic Bug" where respawning players on LvL's 1-5, where intermittently detected as trying to circumvent "being in a coma routine" which is for LvL6 players only, force spawning them in a "Coma Loop" once wrongly detected. 03/03/2012 - Added Camera trigger for all LVL's on destruction of inital/1st Osprey, as Message was not always seen by all players in game. 02/03/2012 - Inserted two missing Models in map_pack.zip (Thanks Maiten) 28/2/2012 - Change "rapple rope" to breakable for 1st player on LvL6, added Camera for all Players. 26/2/2012 - Added Camera triggers for "Radio Mast" & "Mutant Bugs" on LvL6. 22/01/2012 - Sc_retrieval1 (Map2) - Made Monsters more aggressive in Admin/Office Section, to make hidding under desks etc more difficult. 20/1/2012 - Test Respawning of Players on Lvl6 - Done 05/01/2011 - Added to Level 1: "gohere", "Take" & "Destroy" sprites by AdamR. 19/12/2011 - Added Lift to sc_retrieval2 07/12/2011 - Added Models by Tuesday'a Avenger and Gonna. November 2011 - Added rooms, buildings to sc_retrieval (reworked "Party 2"). - Added NPC's - Started change of Football table to mini-game. 28/10/2011 - Included re-worked "Party 2" map by Hezus, as sc_retrieval2 map in sequence. 27/10/2011 - Fixed wrench repair of Robo Grunts to lvls 5 & 6 only. (Incorrect Created a Bug in system somewhere.) 25/10/2011 - Amended NPC behaviour Map2 & Map3 24/10/2011 - Added numerous models to Map3, Corrected Arachnid "SC base monster" in Map2. 23/10/2011 - Removed "iris idea" from Map2 17/10/2011 - Started to embed non-standard textures inside the BSP, (Thanks AdamR) hence sc45op_escort.wad is no longer required. 11/10/2011 - Added NPC & Monsters to abandoned Mines (Map2.) 10/10/2011 - Changed one of the spawn point on Map2 from info_player_deathmatch to Info_player_start. - Started building abandoned mines (within Map2). 09/10/2011 - Traced creators of models required for mine scenes. 29/09/2011 - Ammended NPC behaviour to make teleport of torch & Med easier, map1 -> map2 (Behaviour Still glitchy, Torch teleport not 100%) - Changed LVL6 (wire cutter) from Generic to player specific. (REMOVED as confused some Players). - Expanded game counters (But Still not all data used in map2/yet implemented). 28/09/2011 - Fixed render of item_security (per lvl, static and Alternate). 27/09/2011 - Minor changes to info_nodes, HUD and LVL1 messages, added "missing smoke" to expolsion. 25/09/2011 - Fixed Missing texture and model bug spotted by: "cold_blood3d_killa" Pre-Alpha Changes: ================== Some levels of play are not set correctly (too much ammo spawn, healthpacks deliver too much, monsters not tough enough) Torch Gunt fails to sync with cutting doors. (sometimes Kick is late/out of sync). ** Removed and Changed sequence to door kick on all levels for the moment. ** Icy sequence of events not yet expanded to bait properly (LVL 6) - CORRECTED Icy sequence of cabinates not fully tested (LVL 6) - Tested appears to be bug free. Backup Generator Ninja Spawns LVL 5 sometimes and not just 6. - CORRECTED Tor spawns garden area on LVL 1-6 !just 6. - CORRECTED Seeing through Skybox after map split - Recreated and FIXED Func_door_rotating (slime tank, with barnacle) "Disappearing in Game" - Recreated and FIXED Trigger_random (flask secret, fixed to one flask for testing) - Left for testing purposes. Trigger_random_unique (Teleports, Map2 -> Map1 particially broken due to map split and Robo's cannot be returned to Heli Pad correctly. - Changed to Ending to Teleport at CenCOM) Intermittent failure of temporary end_map here. Walker death - Intermittent failure of map_end. trigger_random (placement of Eletronic Key cards) Map2 Only - DONE Illumination of Key Cards per play level - DONE 28/09/2011 Randomised cabinates - deactivated for testing. - REMOVED Vent Traps - REMOVED as tester, Wulven decided they where vindictive in nature. Vent Mosters sticking in vent walls during spawning - To BE FIXED Reparing of Robo Grunts with Wrench sometimes/intermittently fails. No idea, as turrents can allways be repaired when this occurs. Unfinished areas: ================= Vents (not as complicated as intended but possibly difficult enough "as is".) Mine(s): Key, Safe, Lever and door present. Mine Area past entry point Blank/not done. Pool: Area removed and now broken but "two access tasks" still present (poster & mag can be discovered) but then don't lead to/do anything. *************************************************************************************************** HINTS - SPOLIER ALERT - Some Features are explained below that could diminish game satisfaction. *************************************************************************************************** ! ! ! ! Some All or None of this could be working, as fixing one bug can cause problems elsewhere. ! ! ! a Things generally change across game play levels of 1 - 6. b Breakables that could be destroyed by anything are changed to "Explosives Only" or "Crowbar Only" etc c The Level of Hints and Guidence drops off as game play difficulty Increases (Levels 1-6) d The "Fish Tank" Trap door, becomes a trap at level 4+ (Two or more players required to proceed.) e Location of "Key Cards" varies according to level AND becomes partly Random on Level 6. f HUD Messages or Game_Text messages change from "All Players" to "Relevant Player". g Friendly Fire Starts OFF (maps 1 and 2) then Changes according to 1-6 Level choosen. h Map3, SC_Retrieval2 (Party 2) Friendly Fire Starts ON. i On Map1 there is a key in a small mine, what's it for? - The Key is required to gain access to the Mine system in Map2 Level 6. j Why the HEV Suits on Level 6 ? - While these are "Optional" compaired to "i" above, I higly recommend you don't travel without them. k What's up with the poster in Wood's bedroom & the locker near the shower room ? - These are required if you want to explore all of Map3. l Is there a Mini-gun somewhere on Map1 ? (I see some 556 Ammo) - Yes find it. m On Map1, the Hanging Ledge bit to get Dead Barney's Key seems to be glichy/I keep falling off. - It was made that way. Also be aware that just as point "l" above a Long Jump Module is available. n what is the radio on Map1 used for? - Long range communication with other radio sets. o On Map2 there are a couple of things that don't blend/complement their surroundings - Investigate them while playing on Level 6. p I found the "Over Powered" light sabre on level 6, what's it for ? - Killing things, also see point "j" above. r On Map2, I have managed to find the Crossbow and the Black Medkit. What I they for ? - Taking DNA samples of "new aliens". s I can't pick up the Light Sabre or Black Medkit. - This is because either you are not playing on level 6, you don't know "how to" or you are trying to pick up one of the Black Medkits near Map2's Start. The pick up method is "basic SC stuff" and thus may be overlooked in favour of more complicated methods. (Okay - The two medkits at the start can be picked up by a medic, general players are advised to obtain the "black medkit near the crossbow" because the start two are "bugged") t On Level 6, we cannot lift the small cabinate to start the Icy containment sequence. - Think of a "TFC Scout" on steriods. Also be aware a "TFC Scout on Steriods is considered an "Alien Delicacy". u On Level 6, having done point "t", the Icy's keep respawning and we never get the Icy Bonus.- As per the MOTD the ICy's are "fast breeding", just find a way of keeping them near the water's surface. (Hint: Swimming around and "crowbar wacking them" will just get them excited. Point "t" above in the water will cause faster breeding and Suicide (and not being revived) in the water will just weaken the team to the point where continued game play becomes stupid, so DO NOT employ ANY of these scenarios.) v Map1 4 "Fail/END" map conditions on LvL6: 1) REMOVED - wire_cutter/Generator_fixer dies and respawns. (Tools or Wire Lost.) 2) SAM not destoyed/LZ not Secured. 3) 2nd Osprey Destoyed meaning LZ cannot be secured. 4) Scientist Walker dies. (Only occurs if some Idiot Team Kills NPC at map End.- ? REMOVE ?) 5) ============================== SC 4.7 to SC 4.8 Some changes to "info_player_deathmatch" caused "Filters" to break the spawn location system. A work around Hack had to be implemented to reset and initalize the player tracking system for Both "Spawn Locations" and "Map decision making" (They are strongly coupled or inter-related due to short commings in the entities available and know far too much about each others inner workings.) Except possible collapse if info_player_deathmatch is changed or trigger-Entity-Iterator is moved from a statically allocated Array to some sort of dynamtic array. ( C++ STL .push may not cause a problem but .insert will)