File Name		: DM-AmunRa.zip
Version			: 1.4
Release Date		: April 2003
Map Title		: AMUN RA (DM-AmunRa.ut2)
Game type		: Deathmatch
Author			: Donator
eMail			: philipp.donat@chello.at


Installation		: DM-AmunRa.ut2   -> Maps
			  TerraFirma.ogg  -> Music

			  This is the final version.
			  If yu have a file called DM-AmunRa(BETA).ut2, you might now delete it.


System Requirements	: created on a 1.8GHz/1024MB RAM machine. Older machines might experience some slowdown, which is 				  still unlikely due to maze-like map layout.


Description:		: Only recently unearthed and more than 7000 years old, the Tomb of Amun Ra... is a labyrinth! A twisted maze - and a deathtrap. Even lying dormant for seven millenia couldn't take the punch out of the ingenious, ancient security mechanisms. Your opponents move with a cat's grace? Make walls and floor Your allies! They seem to have bones of steel? No match for a spiked, five-thousand pounds iron ball. Like your opponents crispy? Trap'em in the purgatory chamber and fire up the oven... crush them with huge stone cubes, use spinning blades to severe their heads and utilize a number of secret passages for quick getaways. Getting the rocket launcher first just isn't enough here.


Construction time	: about 16 days/~48h

Recommended Bot count   : 8 - 16 (don't go below 4 or you'll feel VERY lonely)

Known bugs		: - Bot's make use of traps on a purely random basis
			  - framerate sucks in certain places

Things to know		: - Download the "Bones" model... fighting a horde of skeletons is just fun in this map and
			    additionally difficult because you can barely see them
			  - Buttons can only be pushed, plates with scarabs on them can be either shot or stepped on
			  - there are in total 4 secret passages hidden in some of the niches
			  - there's a secret below a sacrophagus
			  - most traps can be shoot-triggered to gain an extra kill
			  - Play with coronas ON! or the candles won't have a flame on them




Version History		: 0.9 Alpha
			  - added skybox
			  - adapted textures to slants and added trims
			  - added sand and fire emitters
			  - added upper temple section

			  1.0 Beta
			  - made crush cubes shootable
			  - changed falling volumes (much less mid-air explosions)
			  - scaled light cones and changed collision props
			  - replaced grill in purgatory chamber with single mover

			  1.1
			  - connected Flak room with lower machine gun section
			  - swapped ShockR with Lg
			  - increased level zoning for improved framerates
			  - toned down emitter usage
			  - swapped spinblades with crush-walls
			  - removed trapdoor below grill (no way to keep bots from triggering them)

			  1.2
			  - purgatory chamber completely redone (no more moving lights or volumes)
			  - added ambient sounds in light shaft and purgatory chamber
			  - added two more secret passages
			  - adapted zoning to terrain and bsp problems occuring
			  - some player start and botpathing issues (bots got stuck in ShockR room)
			  - added more decoration

			  1.3
			  - added mousetrap
			  - added acid sprayer
			  - solved some botpathing problems


			  1.4 (probably Final)
			  - added red candles for improved graveyard feeling (make sure you've coronas ON!)
			  - added skeletons - for even more improved graveyard feeling *g*
			  - added some torches
			  - changed zone lighting to blue for contrast - looks much better, thanks to MortalPlague
			  - created some new static meshes (urns/amphoras)
			  - added some ambient sounds in "windy" places
			  - tweaked most traps for the deadly
			    - Sawblades doubled, rotate faster, move antagonistic and are now shoot-triggered
			    - spiked-wall crusher additionally shootable, reacts now twice as fast
			    - drastically upped damage on acid sprayer
			    - converted Flak-spikes to spiked crush-blocks. Also additionally shootable
			    - round spike-room now triggerpound: spikes stab repeatedly. You can now actually kill someone
			      with that thing...
			    - changed a small flaw in purgatory chamber, grill now completely retracts so bots can't stand
			      on the small rest any more. Still possible to cling to the doors, but that just adds to
			      realism and gameplay in my opinion






Credits			: Dave Ewing ,the author of awesome DM-DE-Osiris2. I borrowed his terrain, fire and sand emitters.
			  
			  For constructive feedback and encouragement I'd like to thank (in no special order)... 			  
			  MortalPlague
			  Widowmaker
			  Blitz
			  Lord_Simeon
			  Aquablue
			  Switch
			  Gargorias
			  Kid Ying
			  LogaN 5
			  ReVelation2k3
			  SpottedTiger




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This level is copyrighted by PhCDonat, 2003.
Authors might use this level as a base to build additional levels or convert it to other gametypes after request for permission.

You are allowed to commercially exploit this level, i.e. put it on a CD or any other electronic medium that is sold for money ONLY with my explicit permission (and possibly an adequate share of the exploits transferred to my bank account...)!

You MAY distribute this BSP through any electronic network (internet, FIDO, local BBS etc.), provided you include this file and leave the archive intact.


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