Name: Blood Creek RC1
Description: A whole new approach to Blood Gulch with strategy in mind and much, much more.
Author: =M4L={FHMT}Rambo
E-Mail: admiral2784@rochester.rr.com
Map Size: To be determined by admins (Medium to Large)

Notes:

OK, guys, this is what you've all been waiting for all this time!  Thanks to Malolo, I finally have a working (that's right, WORKING) BSP for this map.  No longer should it be considered a mere Blood Gulch variant and you will soon see why, provided you download this bad boy of course.  Formerly known as Strategy Gulch, I bring to you the first Release Candidate of Blood Creek!

This map is the first EVER to feature a full Dynamic Time System (DTS), featuring daytime, dusk, night, and dawn on regular cycles, script by yours truly and also by Malolo, who graciously helped with the initial coding and revisions of the clockwork behind it.

Many other changes have been implemented since Day-One of the major and massive overhaul of this map, such as a third "Green base" to contest over the power weapons within; all new caves to explore, each containing goodies; an underground (that's right, an UNDERGROUND world of its own to infiltrate the opposing team's base in CTF matches if you're too afraid of being pwn3d by 1337 snipers above ground or those pesky players that just won't stop at anything to have a piece of your hide; a new basement floor to the "big cave" that also grants access to the underground; a sniper loft in the same cave to snipe players from; rear mini bases for additional defense for the main Red and Blue team bases, as well as carefully positioned guard towers for the main bases; enhanced textures for the ground with unique and blended footstep sounds for the grass and dirt, rather than a single "wrapped" texture that has only one universal sound to it; and much, much more.  There is just too much that has been done to this map since the last release to describe in a few words.

Also, sound improvements have been made.  The Hogs now have...you guessed it, dynamic pitched engine sounds.  No more single pitch so-so sounding Hog engine, guys!  Thanks goes to a certain person whose name I forgot that showed me a tutorial on multiple pitch ranges regarding sound tags.  Also included is a new Scorpion sound, for that deeper, more realistic sounding feel that was featured in one of the HGK maps recently released.  Other sound changes have been made for your listening pleasure.

The contents of this map are as follows.

Vehicles:

-LAAG Warthog (Halo 2 style)
-Wasp (Seats two people, driver/pilot included)
-Bulldog
-Scorpion (All normally inaccessible seats have been UNLOCKED
-LAAG Turret (With intruder alarm as secondary trigger)
-Missile Turret (With intruder alarm attached as well)

Weapons:

-MA2B assault rifle
-sub-machine gun (Smach)
-.357 Magnum revolver
-Battle Rifle
-Assault rifle
-Pistol (with CMT animations)
-Benelli shotgun
-Rocket launcher
-Brute Shot grenade launcher
-Flame thrower
-Bazuka mortar launcher
-Tactical bomb
-C4 charge
-Bubble shield
-Anti-vehicle mines
-Katana (Melee only)
-Dual SMGs
-Dual .357 Magnum revolvers
-Dual Desert Eagle pistols (a.k.a. TM-14s)
-Socom pistol (a.k.a. P-226 pistol)
-Anti-Armor sniper rifle
-Silenced sniper rifle
-PSG-1 sniper rifle (ALL NEW)

Known Issues:

-DO NOT, I repeat, DO NOT restart the game in mid session.  Instead, do a New Game with same game type, please.  The reason being is because of how the DTS is scripted.  If you restart the game, what will happen is all the vehicles responsible for the bipswitches necessary to execute proper lighting and synchronization will appear at Red base.  Furthermore, the vehicles may or may not teleport back to their intended locations and the chances of the cycle "breaking" are very high, thereby causing the game to be stuck forever in whatever time of day it's at when the restart occurred.  Help is greatly appreciated if anyone can come up with a viable remedy.

-Still, some weapon icons are messed up.

-Depending on your bandwidth, the map may become laggy at times in certain spots.  This is due to all the stuff I've packed into this map for many purposes intended, ranging from RP, to Machinima, to regular frag fests as I call it, to any miscellaneous purpose one can come up with for the extra stuff.

-Still, seating positions on some vehicles are messed up as before.

-The sound for the Warthog isn't 100% perfect.  It may shift a little harshly between "gears" at times.  This is inevitable, as far as I'm concerned, but it's better than before by far.  Thanks goes out to Jay at my apartment complex for lending me the privilege of recording his 1989 pickup truck engine with high quality mics for the Hogs.

-The sky sometimes will look a little "off" when changing from one time of day to another.  This is engine related and to my knowledge, cannot be corrected.  Just continue to move around and it will correct itself.

-Still, some "holes" exist in the ground when getting off certain vehicles while moving fast or at the right angle.  I haven't found a way to correct this annoyance yet.  Sorry guys!

There may be other bugs not mentioned herein that need to be addressed.

Credits:

-BSP: Malolo
-Weapons: Too many sources to list but I thank you all and you all know who you guys are.  Please see previous releases for more detailed information.  PSG-1 initially made by =M4L=[FHMT}BULLET and redesigned by =M4L={FHMT}GRUNTS with texturing by [FRMT]cLS_GRUNT and animations by Frian
-Halo 2 Warthog skin: CMT
-Halo 3 Biped: Malolo
-Sound Effects: Hollywood Edge, Sound Ideas Series, Warrock, Enter The Matrix, with custom ambience sound designing by myself as well as editing / custom sound creation by myself from various pre-mentioned sources
-DTS: Malolo and myself with initial revision assistance by HaloGuru, though it never made the Release Candidate
-...And anyone else I may have missed that, in some way or other, contributed to this release.  You are all appreciated greatly.

Betatesters: Too many to list here but you all know who you are.  Thanks a bunch!

Oh, and one final note.  As always, the contents of this map and the map itself are and will always be ***NOT*** protected.  Feel free to use any of the contents herein, provided that you give proper credit where credit is due.  That means if you use sounds from this map, please credit me for the engineering work behind their implementation and also mention the original sources above for the sake of honor.  If you use a weapon, please try to find out who made the weapon if it isn't listed in a previous Strategy Gulch beta and give proper credit there.  Basically, you all know where I'm coming from.  I have always and will always believe in the open-source policy, where people are, by grace, given the privilige of using quality material to assist in furthering the Halo CE community as a whole.  I will not be deterred from this vision of trying to help the less fortunate modders and mappers in the Halo CE community by protecting my maps like some people do.  After all, even the greatest inventers had to stand on the shoulders of their predacessors at times, so why shouldn't we?  If you do use the BSP itself in this map, please credit Malolo for his extremely time-consuming work that he put into this map, even when I'm sure he wanted to call it quits on several occasions.  You may reverse-engineer the BSP and add to it, so long as the previously mentioned applies.

Thank you for your time in reading this and I hope you enjoy the map RC.  Happy Gaming!