                     Scorn Improvment Information
                    Christmas 1998 to Newyear 1999

With a sudden influx of suggestions on the Crossfire mailing list and a number
of annoying bugs, I decided to do a update of the scorn top level map and
any bug fixes I could find to do with scorn.

Unfortuantatally this was a lot of work. New maps needed to be created
and all the exits from other maps into scorn `fixed'.

Many of the changes were to provide the following
  * Port almost completely reworked and seperated from Main City.
  * Gate/Port Pass, including ``Hero of Scorn'' invisible item (hook)
  * Prision added with a few `known' towns folk included.
    Old Prison becomes a courtyard or Exercise Yard, currently used for
    holding monsters captured from around Scorn.
  * Names for various streets, and mail boxes added to many houses
      + Street of Merchants     + Road of Riches
      + Giant's Tower Lane      + Street of the Gods
      + Zoo Road                + Stronghold Road
  * Street of the Gods
  * Temples to the new God of Crossfire curtisy of Raphal Quinet

Specifically the following changes were made (no specific order)...
  * Prettied up the Royal Castle Gardens (and made a bit smaller)
  * Added Street of the Gods, also sign posted other streets
    EG: Street of Merchants, Street of Money Changers, Zoo Road
  * Moved two existing temples to Steet of the Gods (and grafftti'ed the sign)
  * Move Goths tavern to near main gate, out of dock area, due to
    limited access (rowdy sailor tavern building (no map) in its place),
  * Same with Groks Grovel.
  * Prettied up other parts of scorn, fountains, signs, house images, etc
    IE: Changed Library and Goths Tavern Building to make them more
        unique. That is try to remove `overuse' of the `guild' image.
        We really should get some more large building images, 
        EG: Bank, Gem/Jewlers, Library, and other large 2x2 buildings.
  * Wrote a message for a existing letter in haunted house basement.
    I really hate finding notes and letters with nothing in them!!!
  * Re-added `maze1' house to scorn map, called ``Fun House''.
    It is a simple enough as a newbe dungeon.
  * Re-wrote/Fixed many signs around scorn, including
      + Stronghold sign for example was very misleading (now mentions mansion)
      + Added a Warning sign in ``Porter House'' to first level adventurers
           (I died in it due to its one way travel when I was first level!)
      + minor change to `Poker Room'' sign in Goth's Tavern, to fit better.
  * Added gatehouse images for port area entry.
  * Yarids House top level is not very big, didn't require a large
    `guild' house (SE of lake).
  * Fix password in Yarid's House so it can be found,
    Also reworked the house keeper and added `stones' under walls.
  * Fixed very very big (duplicating maps) BUG in Yarids House!
  * Flipped ``Smith's house'' vertically so it fits entry from road.
      + slight exit move to accomidate Zoo Road sign
      + Added ``5 Zoo Road'' as address on the mail box.
  * Zoo given a big house with courtyard to better represent the zoo.
    Question: Could a `village' or `town' map be better still?
  * Flood Eastern dock area, to allow the ship to Port Josphef behind prison.
    This will allow this ship to another low level area to be made
    available without access to the rest of the port! Also fits outside
    world map better.
  * Reduce size of Dragon Transport area (leaving one dragon to pupland)
    and the dragon terminal map. This allows for more dock space, which seems
    to be more popular (and in future cheaper). Other dragons can be added
    at pupland terminal.
  * Basically a complete redesign of the scorn docks.  Including a `statue to
    drowned sailors' (fluff) you often find in port cities.
  * Pirate's Den moved as was all the other ships and fixed up
      + Return exit locations fixed in all moved buildings and ships.
      + Reworked ground in Pirate Den Celler to make it look more natural
        and to make prisioners more visible.
      + Fixed stairs down to match the stairs up
      + Also `blocked' fill the solid rock areas for those with xray vision.
        (suggestion from Scott Wendel).
  * Minor Entry and Exit, and Wall fixes all throught scorn.
    EG: A bad wall image in middle of solid wall in haunted house.
        Setting various maps `default start' position (for location 0,0)
  * Well connection between oldcity port to scorn port area.
    A tough medium level path via undercity!
  * Old Prison becomes a prision courtyard. Guards made more `talkative'.
    Made the cell door switches more `logical', and named.
  * Map for new prison with side exit to the Old Prison.  Includes an `escape
    tunnel' to Port Josphef so a port pass is not needed to enter that area.
    Everyone in this prison now has something to say, though mostly it is
    junk, but it sets a good atmosphere. :-)  Applogies to Woman no offense is
    intended but I could not resist one guards `sexist' attitude.
  * Map for Port Gate created  and Eastern or Main Gate fixed to reflect
    same style.  All gates work on 4 conditions...
      + Handle opening gate (from inside gatehouse)
      + A password from a ciziten of Scorn.  Prehaps it is written in gorks
        travern :-) This may be removed from some gates at a future date
        once Port and Gate Passes start getting used.
      + A Port or Gate Pass  which is used by merchents and visitors to Scorn.
        These are purchased (expensive) or found all around the place.
        (Rooms in Goths Tavern upper floors? Mad Magician?)
      + And or player has an invisible item denoting player was knighted
        ``hero_of_scorn''.  Which should only be rewarded for completing ``Old
        City'' and given by the king of scorn, when someone created a map for
        that humble abode.
     The port gate works the same in both directions, The Gate house however
     have seperate mechismes for inner and outer gates (at the moment working
     on the same triggers, but that can be changed). All the gates now
     auto-close after a time period. 
     PROBLEM: While the gates will open on any of four tiggers, it is a little
     slow to react. The reason is due to lack of specific devices, something
     I am told is being fixed at this time. So gate reaction should improve.
     WARNING: At this time I am having lots of trouble getting ``gold floors''
     to trigger the conveyor in the passoffice. As such this office is BROKEN
     :-( You will have to find a pass somewhere around the city for now.
   * Distributed a few Port and Gate Passes around scorn...
     Gate Pass: + Closet on ground floor of Gork's Grovel (special key needed)
                + Hidden deep in a false wall deep in Alfalf's House
                + Hidden in the Tower of the Mad Mage (top floor)
     Port Pass: + Pegleg Pirate on Goths Tavern upper floor (carried one)
                + In chest in skeleton's room of Wizard Yarid's House.
   * Basic fixes to some some maps of ``oldcity''. 
       + Empty sign set to ``firing range'' in oldcity3
       + Fixed door using horzontal image instead of vertical (oldcity2).
       + entry location from oldcity2 -> 3 incorrect fixed
       + Released three trapped dogs in building under temple (oldcity12).
       + Moved `weak walls' so ALL three special objects are needed to
         gain access to inner temple. as it stood you could bypass the
         need for the ``special dagger''. 
       + Given temple guards something to say. ``Scratching behind a wall''
       + A sub-cave for final ``Hell Hole'' in end map, to ensure treasure is
         not destroyed in fire fight, and added more treasure including random
         artifact.  FUTURE: Special `quest item' under the rock?
       + Also in End map, `blocked' out unused areas and added `no spell'
         along some walls between sub-maps sections to prevent D.Door access.
       + Rock can only be moved one way or adventurer will `trap himself'.
       + Magic mouth explaining why further ingress is not permitted.
   * Connect the un-connected gates on the top level of ``The Giants Tower''.
   * Replaced Unassigned Special Key in the eastern gate house with a ordinary
     regular key.
   * Replace the obsure and confusing book ``THE Book'' in the southern church
     with a ``Binary Bible''. The quote in the book is from a bible reading in
     an anonymous artical about a church for system programmers. SysGen 1:1

Also Outside Scorn...
  * Castle Aaargh in outside world, fixed top level castle image.
  * Exits back into Scorn Fixed (huge number - hope I got them all).
  * Included Dtabb map update
  * And Navar City Update

Bonus for map makers...
  * A set of `test' maps I used in a comprehensive study of `cascades'.
    Located in maps/test/anthony. Lots of info signs for other map makers.

---------
New Maps still needed...
  * A Smugglers tunnel for those `trapped' outside at the port.
    (Enterence is under boulder at port side of port gate)
  * A rowdy sailors bar for port area and sea journey adventures.
  * More houses around scorn, both empty and monster overrun.
  * Royal Court of Scorn. 
    Major Scorn mission -- retieve the kings royal teddy bear
    which was lost down a well. To do so requires completion of
    the old city quest. And on return king knights player `hero of scorn'
    and gives player some really realy cool artifact.

Posible Future...
  * Gates and Altars to access ships. after `transport payment' or
    carrying of an appropriate passport. No I will NOT do this myself
    I will leave that to the individual map owners.
    Suggested costs   50gp per ship transit
                100pp for a dragon transport with free transfer at terminal

Later (suggested to me)...
  * Shrink and add `mood' to Goths Tavern.
  * Merge of Buildings from Port Jospeh into scorn, change boat link
    from Port Jospeh to Goblin Isle.
    Hmm The ``Rowdy Sailor'' Tavern could be the Port Josphef Tavern.
  * Training buildings (begineer information, not for experience)
  * And a few houses which do not have map reset...  Prehaps a realist
    state office to sell keys (with address stamped on them)
       EG:-   3 Giant's Tower Lane   or   Road of Riches, number 8
    EG: like that found in Stoneville, but not so darn expensive.


