I4Games Community Map 2005
Released december 2005
http://www.i4games.net/

Community effort to make a BT map on the Xmas theme.
Different rooms were created separately by the following mappers :
- Clutch
- Infernoxide
- utdemon
- CouilleNoire
- Bob001
- Khenbu
I assembled them and linked them via a hub designed structure
suitable for BT+ (explained hereunder).

To complete the map, you have to get all Xmas trees (keys) situated
in each mapper room. You can play the rooms in any order you wish.
If you die, you lose all the keys you collected (of course).
When you have all mappers keys, that gives you access to the
Golden Candy Cane key. Get it and get back to the start room.
You have access to the capture room.

Merry Xmas and have fun !

CouilleNoire.
------------------------------------------------------------
Introducing BT+

There always was something missing to BT, something that,
for instance, could avoid shortcuts and allow a map design
with players forced to go to one location in the map before
being able to continue further.
This missing feature was checkpoints.

Together with Medic, we designed and implemented a mutator
allowing those checkpoints. Starting from my idea in the
map SmartBunny where you have to get a "suit" or a scuba gear"
to be able to pass some obstacles, we added new UT actors
called "keys". Those who have played the game Hexen will
immediately understand how it works.

Keys are placed in a map at specific locations chosen by the
mapper. They can be picked up exactly like relics and, more
importantly, they are personal. At some other location in
the map (defined by the mapper), there is a portal where
a player not holding the proper key (there can be as many
keys as you like in a map) cannot pass the portal (access
is denied and the player is kicked back).

Here are two examples explaining how keys can be used :
- You have designed a map with a button high up opening
a door down in the same room. With a normal implementation,
a player comes in the hall, climbs up to the button,
presses it and gets down to the door. When the button
is pressed, a second player comes and passes the door
immediately without climbing up. That's not fair.
If the mapper places a key next to the button, that forces
the second player to climb up to get the key otherwise,
he/she will be blocked further in the map.
- The usual design for a BT map is to put rooms one
behind another. With the key system, you can put room one
beside the other so players can do them in the order he/she
likes. We come back there to the "hub" idea in Hexen.

We already have some maps to demonstrate the powers of this
new feature we have decided to call "BT+". The maps using
this feature will be tagged "CTF-BT+" so that mappers
can provide new versions of their map if they want.

Medic has also implemented plenty of other new features in
this mutator to raise even more the possibilities of BT.
For instance getting text from a server file to display
on a texture to make a quizz or shooting on a keyboard
to enter a code opening a door as demonstrated in
BT+(i4g)Sphinx (coming soon).

Note that keys and other features could also be used in other
mods than BT.

Enjoy,

C.N. and Medic
