Haunted House 2
Renegade map by Justin Pereira
Version 1.0

justin@unleashed.ws

http://cnc.unleashed.ws

http://pjrp.unleashed.ws
You can find a Level editor and RenX tutorial at the above url.

Copyright
This map is copyright (c) Justin Pereira.  This map may not be deconstructed or modified in any way, and may not be placed in any set of maps without the express written permission of the author.  This map may only be distributed with all included files intact.  No models, textures, or any other component materials of this map or other maps from the same author may be reproduced in any way other than included with materials distributed by the author.  The Tiberios box and all related imagery and materials are copyright (c) Justin Pereira.

About this map
This is the sequel to the higly acclaimed Haunted House map - one of the highest rated Renegade maps available today.  After I had created the map, I had become dissatisfied (as I am with most of my creations after finding out I'm capable of much more).  I decided I was going to put the month or so of time and effort into making the map into the work of art that I had originally intended it to be.

The story
The second team's entry into the facility was met with a large firefight and heavily losses.  Fortunately though, Nod forces had taken most of the casualties and retreated before they could be accounted for.  The whereabouts of the survivors were unknown until one of the surveyors of the site happened upon a secret entrance into what turned out to be the real research facility - of which the mansion was not and masked to hide, but instead of which the mansion was a shell for.  More weapons were shipped in as well as more experienced soldiers, and with a sense of urgency they prepared for what would be one final entrance.

The combination of the survivors and rigorously trained additions, were to make one last assault into the facility and shut it down once and for all  to end Nods horrendous tiberium experiments in this area.  What spectacles would they find inside?

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Special features:

There are a few special features on the map that are particularly noteworthy.

First, is that there are objects representing 3 of the structures for each side  the power plant, refinery, and barracks  scattered around the map.  These must be protected, as their loss will provide a detriment equivalent to losing the full-sized structure in a C&C-Mode map.  The loss of your power plant will double the price of the characters.  If you lose your refinery, the trickle of credits to all players on your team will cease.  If you lose your barracks, you will no longer be able to purchase any of the character classes that they provide.

Second, is that this map includes provisions for cops and robbers games.  Cops and robbers games are a variant of the standard deathmatch game type where in addition to killing everyone on the opposing team, you may find yourself rescuing a teammate who has surrendered rather than allow himself to die (and has been taken to the opposing teams jail area), leading a prisoner to your teams jail area, stopping a prison break, or even finding yourself surrendering when the odds are against you.  To surrender, youre required to crouch and toss your timed c4 (so you appear unarmed and therefore are much less likely to be shot on your way to jail).  Then youre to follow your captor to jail  where youre not allowed to fire until youre rescued or until youre making a run for it (in either case, you once more become fair game and may become the target of whatever jail guards are in the area).

The jail areas in Haunted House 2 come in the form of 2 locked rooms for either side (GDI uses the upstairs bathroom and laundry room, and Nod uses the 2 locked cells in their prison/containment area).  The keys for your teams jail are 1 room away from your barracks, and both keys appear as white/silver stars on your radar.  All 4 locked rooms have a single 25% health spawner, so prisoners cant be kept below half-health without constant maintenance  increasing the chance that they can make their escape.

Along with the keys being of use for cops and robbers games, there are two weapons caches available on the map (each containing 4 weapon spawns and a 100% health and armor spawn  not an upgrade mind you).  They can serve as pit stops as well as quick supply areas.  Both of these keys are locked, and the key requirements have been set in such a way as to require you to risk getting killed in order to reap the rewards.  Basically, the key in friendly territory opens the weapons cache in enemy territory, and vice versa (the Nod side key opens the GDI side weapons cache, and the GDI side key opens the Nod side weapons cache).

Tiberios make yet another appearance in this map, with a box in the Kitchen and a box in the Cafeteria (one in GDI territory and one in Nod territory).

Hidden tunnels allow players to quickly access nearly every point of the map  from every point of the map, and there are many paths between GDI and Nod territory.

This map also builds upon the balance adjustments in Haunted House 1 in more than one way.  First off, camping is much less of a problem as to win each round, players will need to damage and destroy the structure objects on the map if they wish to gain an advantage of their adversaries.  Secondly, because of the many MANY paths around the map, players will no longer be able to easily restrict movement around the map  and are more likely to get them killed when an enemy sneaks up behind them.  Mines have been further improved  costing 600 credits for every pack of 3 (no free reloads).  With the addition of the structure objects, stealth soldiers are no longer the quintessential class for quickly crippling an enemy  especially as it often takes a bit of time to collect the proper equipment to properly assault the structure objects.  Technicians and Hotwires have been given back their mines, but every new pack of 3 still costs 600 credits.  Resource acquisition has been slightly more balanced.  There are fewer weapons per volume but more total on the map.  More health and armor powerups have been scattered around the map but balanced so as not to allow a player to survive off of them.  Money crates (100 credits each) as also more prominent on the map, allowing mobile players to purchase the more expensive character classes as well as mines, more quickly.  One must note however, that Haunted House as well as most C&C-Mode maps has been balanced around the acquisition of credits  and therefore its not advisable to set the starting credits for the server above 500-1500 (this is a very common problem).

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Credits
Thanks to these people for various kinds of help.

-General Havoc
-Dante
-Eqvaliser
-Denis Wood
-Westwood
-GBAhriman
-Everyone at http://cnc.unleashed.ws


Thanks to these people for beta testing.

-Everyone at Clan Evo's chat room (including Smokie, Ven, Scrumfy, Louis, Stryder, Weapon, Sonic, and others)
-DJ Jaffry
-Deedmans
-KoTPaine
-Shady
-blazea58
-CCFAN
-Titan
-PattonS
-and the people I forgot to mention

Installation and useage
To play on this map, simply copy the C&C_Haunted2.mix file from the zip file you downloaded to your Renegade data directory (default is C:\westwood\renegade\data).  Then load Renegade and when starting up a server, in the map cycle screen, include C&C_Haunted2.mix in your map cycle.

To remove this map, simply remove the C&C_Haunted2.mix file that you copied to your Renegade data directory.
