IMPORTANT: READ LEVEL NOTES BELOW BEFORE PLAYING THIS LEVEL! ================================================================ THIS IS VERSION 2.0 THE CELL AREA HAS BEEN CHANGED TO WORK BETTER ON INTERNET. IT HAS BEEN TESTED TO WORK PERFECTLY WITH SIX PLAYERS AND THE HOST WITH a 28.8 CONNECTION. Title : Jailbreak 2.0s Filename : Jail.ZIP Author : DeanWermer Email Address : limbaugh@intetarena.com Misc. Author Info : Member of the Outlaws editing team. Description : A prison. Additional Credits to : DirtyDon and his vivid imagination, the Kali crue for testing- especially fellow JOE'S Judge, Herr and Dr. Enigma, Stanley Jr., Webby, Beignet and anyone else I missed, and the authors of Jailbreak! for Quake II (even though Quake sucks :) ) Thanks to all that supported the level through first draft. You naysayers can kiss my Outlaw ass! ================================================================ * Play Information * 3DFX Compatible : Yes Mission type : Multiplayer Difficulty Settings : Not implemented New PCXs : Yes New NWXs : No New WAVs : No New 3DOs : No New ITMs : No New Cutscenes : No * Multiplayer Modes* Kill fool with chicken : No DeathMatch : No Capture the Flag : No Team Play : Yes Secret Document : No Tag n/u ? : No * Multiplayer Security Files * CHK : Yes ITM : Yes LEVEL NOTES: 1) This level is relies heavily on INF scripting. It is very important that the host have a fast connection for Internet play. Some doors/ sectors may be buggy when activated while playing via the net. INF script just sometimes seems to be too much info to exchange during multiplayer games. 2) This level is inspired by Jailbreak! for Quake II which is basically a 3d shooter version of the old schoolyard game prisonball. When you kill players on the other team they respawn in your prison where they're stuck until rescued. 3) It is impossible to recreate Jailbreak! in Outlaws exactly without rewriting code (above me, sorry) The closest approximation with Outlaws is to simply put several start positions in cells so you have a CHANCE of winding up in a cell. 4) There is one, very defensible area with the cells. There are start positions in cells and in other areas of the map. This means a roughly 50% of respawning in a cell when you die. 5) The defensible nature of the cellblock means the team that holds the cell block area can free their teammates and leave other team to rot and play cards. 6) ****IMPORTANT- THE CELL DOORS CLOSE APPROXIMATELY 7 TO 10 SECONDS AFTER THE FIRST PLAYER (THE HOST) ENTERS THE OUTLAWS LOBBY. EVERYONE SHOULD JOIN RIGHT AWAY AND NOT WAIT IN THE LOBBY TO CHAT. SOME PLAYERS WILL START THE GAME IN CELLS. YOU MAY WANT TO MAKE RULES TO COMPENSATE****** 7) Sanchez may be a character you want to ban from this level. Since he starts with TNT he can kill himself to get out of cells. 'Course you lose points when you do this :) 8) Many people suggest I make secret ways out of the cells. The though crossed my mind many times. I opted not to since secrets just dont stay secret that long. If everybody knows how to get out of the cells then what the hell's the point. 9) The INF script for the doors on this is level is perfect. It works 100% of the time off-line. If the doors won't open it must be due to the connection problems I mentioned above. Some of the doors in the cells with the bricks purpodesly won't open but there are ways into the cells. * Construction * Base : New level from scratch Editor(s) used : LawMaker ver 1.0 beta Known Bugs : Level will not function well with bad connections. * Copyright / Permissions * Authors (MAY) use this level as a base to build additional levels. (One of the following) You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact. * Where to get this level * FTP sites: BBS numbers: Other: