

WARNING!  This is a High Poly Map.   WARNING!  This is a High Poly Map.

This map reaches almost 400 polys on screen in some places.  It is intended
to be run on those systems and in those resolutions/color depth than can 
handle it.

THIS MAP NEEDS MidnightCityTextures.zip IN ORDER TO RUN.
You can get MidnightCityTextures.zip at:

http://users.multipro.com/jnobles/Willy.htm

Which is probably where you got this map.  MidnightCityTextures.zip is 
used with JB-MidnightCity3 and CTF-MidnightCity which is why it's not
included in this zip.  If you've already downloaded CTF-MidnightCity or
JB-MidnightCity or JB-MidnightCity2  then you should already have
MidnightCityTextures as it was included in those versions of this map.



JB-MidnightCity3
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Map file name: 	JB-MidnightCity3.zip
Map name: 	JB-MidnightCity3
Game Type:	Jail Break
Suggested Players: 	16+
New textures:	Yes, all new textures
Author	:	Jim Nobles aka WillySurvive
		Email:		jnobles@multipro.com
Web site:		http://users.multipro.com/jnobles/Willy.htm
			
Description:		Something a little different using a higher poly count than
			normal ( see CliffyB's remarks below ).   It's sort of in a mall
			sort of.   There are aspects of this map that will probably be
			familiar to the online FPS gaming community.

                                                      This release includes the rather awesome SCREEN .umod
                                                       installer.  You are going to see things that you've never seen
                                                       in any UT map before.

Known bugs:		Nothing major.  The map could have been made tighter but 
			everything works.  No HOM so far...

Bots:			Bots work.  Although I could never get them to use the Jump Boots
			to go after the goal.

Installing the map:		Place the JB-MidnightCity3.unr into the unrealtournament\maps
			directory.  Place the MidnightCityTextures.utx into 
			the unrealtournament\textures directory. Run the SCREEN.umod
                                                      installer and it will take care of itself.  If you prefer the zipped
                                                      version of the SCREEN installation then visit the SCREEN web site at:
                                                      http://www.0x01.net/members/mb/screen/


Playing the map:		You can play the map in practice game or online, just like any other
			map.  But you won't be able to view the web based SCREEN content
                                                      until you've played the map online or run the map as a listen server
                                                      at least once so the web based content can be accessed.




As per Cliffy's remarks on his webpage ( http://planetunreal.com/cliffyb/ ) asof Nov 2000:
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"Update from CliffyB, 9-20-00:

For the time this website has existed, I've had really high standards for speed with my selections. 
I've decided it's time to push the envelope now. I'd like to see more maps with higher polygon 
and detail levels. Target counts would be, on average, 400 polys. Try to keep the node counts
 at that level as low as possible, and keep a sharp eye on occlusion time.

Let's see what you guys can do with more elbow room! "
---------------------------------------------------------------------------------------

JB-MidnightCity3 is a high poly map.  Almost as high as Cliffy was asking for but definitely higher than the 150
polys in view that is the norm at the time of this writing.  In other words this map is not meant for lower or
medium machines and if it is run on them it is definitely going to chug like a mofo.  You have been warned.

I don't want to hear stuff like "looks okay, runs bad."   If it chugs bad then it's being played on a system that
it wasn't designed for.  What system was it designed for?  Hell if I know, whatever system Cliffy had in mind
when he wrote the above.  I emailed him to ask him but he was unable to respond.   I play it on  a Athlon 700
ASUS GeForce2 at 16bit and high detail and using 31 bots (using the BOT32 mutator) and I have a good time
at 800x600.  It does chug a little in one place though.  Sort of like playing Q2CTF at 230 ping in the olden days.
I also play it at 512x384 FSAA Qual3 and it plays pretty good.

This map uses custom textures (MidnightCityTextures.utx).  Why?  I wanted to see something a little different than
all the maps using the textures Epic provided.  There's nothing wrong with them I just got tired of seeing them
all the time.  Plus I wanted to do something with a little different style.  Not radically different but just a little.

A lot of people helped me learn the things I needed to make this map.  I can't mention them all for fear of leaving
some out but you can find them all in the forums at Wolf's Unreal ( http://unreal.gamedesign.net ).  The place you
go to when you're serious about learning to map.   That's a serious plug.

JB-MidnightCity3 comes zipped but its files WILL NOT automagically place themselves in the correct directory
or folder.  You must do that yourself.  The JB-MidnightCity3.unr file goes into the \Maps folder.  The 
MidnightCityTextures.utx file goes into the \Textures folder.  This JB-MidnightCity3ReadMe file goes where ever
you wish to put it.  I usually leave the ReadMe's in the \Map directory.  Just run the SCREEN.umod installer in the 
zip in order to install Screens.

This map is not set up like normal Jail Break maps.  I like a lot of Stuff in a map.  Lot's of weapons.  
Lot's of power ups.   This is a symetrical map.  Both sides have equal resources and offensive & defensive
options.  Play smart.  Strategy, people, strategy.

Thanks for taking the time to read this file.



