MUTATION FACILITY

Readme by Eutectic

This is the original map file and script from the 2015 mission pack
episode. Kindly released by the people of 2015 for Sin map editing
educational purposes. This map contains lots of examples of many
really cool things you can do in Sin. You can load the map in SinEd
and refer to the script to learn how all these things work.


Preliminaries:

This zip archive also contains the custom surface file for this map.
It is very important before you open the map in SinEd to make sure
that it can read this surface file so the textures will have all their
proper default surface and content properties for this map.

Here's how you should do this:

1. Extract smbc.map and smbc.scr from the zip archive and copy
   them to your \tools\sin\base\maps folder. Don't open the map
   in SinEd yet.

2. Extract the surface file smbc.txt and copy it to the sub-folder
   of your choice under \tools\sin\base. I chose \tools\sin\base\scripts
   because the default SinEd surface file is in that folder.

3. Open smbc.map with a text editor. At the top of the file, you
   will see the key settings for the worldspawn entity:

{
"surfacefile" "d:\newsin\base\scripts\smbc.txt"
"classname" "worldspawn"
"message" "Mutation Facility"
"soundtrack" "smbc"
"cdtrack" "5"

Change the value of the "surfacefile" key so it points to the folder
where your surface file is located on your hard disk. In my case, it's:

"surfacefile" "d:\tools\sin\base\scripts\smbc.txt"

4. Save smbc.map and close the text editor. If this worries you, keep
   a copy of the zip archive so you can always extract a fresh version
   of the map file in case something goes wrong.

5. You can now open the map file in SinEd. Don't forget you must have
   all the WOS models and textures extracted in their respective SinEd
   subfolders plus a proper WOS .cpp entity definition file to be able
   to load this map properly in SinEd.


What to do with these files:

Open the map, read the script, study, observe, experiment, compare.
All the answers on how this or that is done in this map are now at
your fingertips but this requires a bit of time, effort and a good
sense of observation. Benson and myself are willing to answer questions
as always but please remember that you can learn a lot by yourself if
you simply take the time to study what's in the map and script. You
also tend to remember better what you learn by yourself. Here's a quick
list of some of the stuff you can find examples of in this map:

- some really cool elevators

- some cool doors

- a working train and lots of neat machinery

- scripted actor sequences

- interactive consoles that unlock doors and control turrets

- animating and scrolling textures

- destructible objects

- monster spawners

- in-game cinematic

- volumetric effects

- mission objectives

- dialogs between Blade and JC


Special thanks:

To 2015 and Ritual Entertainment for accepting to release one of the
original WOS maps for the benefit of the Sin editing community. And to
Benson Russel in particular for negociating on our behalf for the
release of this map. He's the one who made it happen so thank the man
will 'ya? :)


Legal stuff:

This map is the intellectual property of 2015 and was released strictly
for educational purposes. It can be redistributed freely as long as this
is done free of charge. You may extract map and scripting examples from
this map and include them in your own creations but please give 2015 and
Benson Russell in particular the credit they deserve if you do so. You
may not however re-compile the map "as is" and redistribute it as "your
own creation" as this would be the supreme insult to the people who have
agreed to let us have this.