DM_SERP_Prisonwar.txt
Map version 1.4

This is the readme for DM_SERP_Prisonwar
by T.J. "Traigus (UNK)" Whitfield
Send comments and rude objections to
traigus@yahoo.com


1.1 Important map note
1.2 Imprtant Serpentine notes
2.1 Map notes
2.2 Serpentine observations




1.1 Important map note. 

Note the map name.  This is a Serpentine only map.  
It does not use the item replacement feature built into
Serpentine.  The replacement featuret caused me problems placing items, 
so I went right for the Serpentine actors.  
Besides the unreal weapons just don't feel right on this map.

1.2 Important Serpentine notes

A.
The server (or the player in singe play botmatch) must have co-op weapon mode off to make the grenades work right. 
If you have co-op weapon mode on.  You will only be able to pick up and/or use 1 (one) greneade
each time you spawn.  You will not be able to pick up anotheruntil you die, even if you throw the one
you are holding.  

B. Due to the way Unreal makes .INI files you may still have this problem even if your
Unreal menus says the server has co-op weapons off.  Unreal created the Serpentine.INI file 
the first time it is run.  This .INI is not overwritten by the Unreal Menu, so turning co-op weapons
on/off in the menu will not change settings here.

To fix this go to C:\unreal\system and open the serpentine.ini file
change co-op weapon mode to False.  You may have to do this for each game type (Deathmatch, Team, and Darkmatch) 
the area for the type of game (and the settings) will not appear iin the .INI unti la game of that type is run for
the first time (I think), so it might pay off to start and end a game of each before you edit the .INI


2.1 Map notes

This map is suposed to create a "more real" experience for the use of real weapon types in Serpentine.
It is a prison.
It is ugly.
It is lit with old flourecent bulbs.
Hopefully it will make you want to kill someone.

Bots work OK, but due to the narrowness of the catwalks, the pathing (which seems to be based on the size of a Skarrj scout)
for them is iffy.
Sometimes they go up there, sometimes they don't.

Bots also don't seem to use grenades as much as I'd liek (or as much as I do). But they are fond of automatic weapons

I have noticed some tearing in both the weapon models(and hands[serp issue]) and in the 'courtyard" of this map.
this only happens in Open GL mode.  Everything is fine in Glide and software. I have a STB 4400 TNT.  Could be Unreal, 
could be my Detonator drivers..dunno.

The rooms are generally small, grenades are lethal in this map. even if the concusion
does not get you, a stray fragment may get you quite far away.

Due to the closed in nature of the map, the grenades are generally nastier than the RPG.

There are a variety of door types and a lot of doors).  Learn their sounds, figure where people are coming from, and moving to.

The furniture can often be used as cover.  I designed them with model hights in mind.  
Some can be hidden behind while crouching (reload perhaps?) others can cover you while standing.
The map itself has cover, crannies, and kill slits, both in walls, and in several places floors of rooms over hallways.
You can shoot/throw grenades through these openings if you do it right.

Notes on Kill Slits and walkway railings...
You may feel that the slits are not lined up right.
The Railings were designed for 3rd person (other player) scale (as was the furniture)
you can jump over some, but not others.  try taking a step back closer to the wall...
your line of sight should be better to all but the closest areas of the room.  prison guards
are not encouraged to lean over the railings. he he

Kill slots are usually designed with the floor of the overlooked area in mind, try stepping back, as above
or kneel/crouch.  Dends on the level you are on, but these slits also can be used as cover, by crouching...at least from 
opponents on floor level. snipers in other towers can probably still see you well.

There are armory areas, guardrooms, and stray items.  The armories seem to encourage campers.
feel free to clear the room with a grenade before entering.

TEAM GAME.
the Team game version is loosely based on guards vs. prisoners.
guard spawn areas tend to have better access to bigger/automatic guns, while prisoners
tend to have better cover and better grenade access.
Areas overlap enough that there is not a unbalance. 
 



2.2 Serpentine notes

These weapons are more powerful in general than the Unreal base weapons. 
It is easy to get dead, especially from headshots.

you will have to map a re-load key in the raw key bindings of your unreal advanced options, or 
.ini files

the code for reloading is  "button bextra3" without the quotes (").

Alt fire lets you aim weapons, usually at a huge penalty to movement speed.  
It is much easier to hit though (fire with primary fire while still holding alt fire)

Hold down fire to throw grenades farther.  They have a big blast radius... throw far away.
Tilting back (aiming up) will allow you to arc the grenade and throw it farther.  They also bounce.

The MP-5 allows you to walk pretty quickly while aiming. 

The aim mode for the MP5 and the  Aug (alt fire brings up a laser sight) is burst fire,
while primary only is auto fire.

Binoculars are good in the big rooms for looking far away if you don't have a sniper rifle.

The sniper rifle sight gets harder to hold steady the longer you use it, so scouting is better with the Binocs.

The shotgun and sniper rifle load 1 round at a time, not by magazine. So it takes a little longer to load them up.


Have fun.

Report any problems/ complaints to
  
traigus@yahoo.com
