    '======================
    'vctf-OSR-1ncAroundTheBlockV2
    'Jamie Cullen (in-game; ßigJim)
    '16-01-2006
    '======================

Ok, I'm not big in the way of readmes, & I doubt that your life hangs upon the reading of them, so I'll try & keep this brief for both our benefits.

First off, thanks for taking a look at 1ncAroundTheBlock, it's a pretty basic, all BSP affair done for the Unreal Playground Old Skool Rulz contest.
The rules of the contest were pretty strict by some standards, and can be found below this blurb by anyone who's interested as to why the map looks so basic & Quake1-ish.

This is the second version, designed to fix an error caused by a 3rd party package masquerading as a stock package, tricksy CityAmb.aux! :p

Thanks go out to;

    * Me - For all the custom textures, and hell, for putting the damn' thing together in a week. Yeah, I know it's hardly something to shout about, but hey, it *is* Old Skool, right? ;)

    * Super Ape & Blitz from UP - For thier work on thier respective team-neutral vehicle factories & toolkits.
    I use these all the time, & frequently interchange either or both of them, & so it's not fair to credit one without the other. Both toolkits are a godsend for vctf mappers & can be found linked to on UP.

    * The contest entrants, & organiser Mango - For all the advice & help gotten throughout the comp. I would never been able to finish off without thier tricks & knowledge. Helpful folks, all.


Right then, that's enough Oscar-nom whining for now, thanks once again for checking it out, & I hope you have fun withthe map. As ever, if you want to take a poke around with it, change stuff, steal if for your own work, stick it up your bum - whatever - feel free. :)

It would be nice if you contacted me just to let me know, either by email (TheBigJimmage@gamil.com) or at UP, INA, vctf.com or the Titan server forums, I'm usually knocking around somewhere.

Don't worry about permission, but I am always interested to see what other folks are doing so do feel free to contact me outta the blue. :)

Have fun and GGs everyone, Jamie.



The Rules
Architectural-
1: With the exception of movers there will be no smeshes. (there go half the potential contestants) You may use movers as decorations such as fans, pistons, etc...
If you want to be uber 1337 and create a terrain in Max or Maya and import it to use as a BSP brush a la Disposable, then that is acceptable.
This means no terraininfo actor.
2: There will be a visible BSP poly count limit of 5000 total triangles. This can be checked by typing 'stat render' into your console and looking at the BSP portion of the information. This does not mean 5000 and change. This means 5000. (there go another half)
3: You may have the choice of creating a brand new level, or you may choose to port over one of your UT99 maps. The only requirement here is that you have not run a beta cycle of your map in 2k4. Maps should not have been previously seen by anyone other than yourself. (no comments about your little sister looked over your back the other night please ) You know what I mean.
4: There will be absolutely NO discussion of your map on any level. No mention of themes, or what game type you are doing etc... I want each map to be a complete surprise. Break this rule and your map will be disqualified. If someone asks you about your map via PM/email/irc whatever... please observe the honor system and decline to discuss it. It's only ten days guys. We can handle that right?
5: Emitters will be allowed. At first I wanted to disallow emitters, but there are too many things which would become too complicated with the new engine. Torches being the main problem. I can't expect everyone to make their own wet textures nor do I want to force one.
6: No distance fog. Not even a hint. The maps should be as close in visuals to a UT99 level as possible. I don't know if volumetric lighting is enabled in the new engine, but if it is, you may use it.
7:This rule is now modified to allow sunlight.
8: If you are making an assault map, the use of sentinels and turrets are ok. You will also probably have to use movers for objectives. That is covered under rule number one. If it is game type relevant you may use it. If you are making an ONS map, then of course you can use cores and nodes, but you may also use manual gun pawns. Things of this nature.

Textures/Materials-
1: There will be no complex shaders or combiners. The point of this contest is to achieve a throwback feel map. I'm liable to miss something so if you do something that's not listed here, please check with me before you get too far along.
2: Opacity- Shaders will be allowed to make opaque surfaces. However this will be limited to a fifty per cent transparency simulating the old surface flag method. I will provide the alpha channel for this.
3: Masking-Most grate textures come with an alpha channel. You may use this if necessary.
4: Two sided can be set in the shader properties and is allowed
5: There will be no use of specularity channels.
6: Final blends are allowed if you are having trouble getting something to draw properly. Keep in mind that the rules regarding opacity and all other rules pertaining to the texture/material section are applicable.
7: Combiners are illegal.
8: Tex panners are acceptable
9: Tex oscillators are acceptable as long as they are not set to stretch. They may only be panning oscillation.
10: Tex rotators are allowable provided they are set to fixed rotation.
11: No projectors.

Basically anything that could be considered true current generation is forbidden. If you are doing something with a material that I have not explicitly stated as allowed, please ask.
If it is simply something in the current technology which is just a different way of doing things than before, that WILL be allowed.

Optimization/File size-
In order to optimize your map, you will likely have to make use of zones. Plan accordingly. 5000 is a hard limit. 5,235 is a disqualification.
Antiportals will also be your friend.
Files shall not exceed 5MB zipped.
External packages that are not a part of official bonus packs or patches must be stored in myLevel.


[ so now you know, etc.. etc.. ;) ]