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  DM-CSHS for Unreal Tournament 2003                                Release Date:  07.14.2003
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 Level Info:
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Level Creator:	Bastiaan Pot
E-Mail:		Aquaflight@Hotmail.com


Recommended Players:	8-16
Multi-Player:		Yes
Bot Support:		Yes
New Textures:		Yes
New Sounds:		Yes
New Music:		No
New Static Meshes:	Yes
New Effects:		Yes




 Installation:
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Unzip map file "DM-CSHS.ut2" into your \UT2003\Maps directory.



The following options are recommended for visual quality only:

 Open the \UT2003\System directory and locate UT2003.ini, scroll down to [D3DDrv.D3DRenderDevice]
and change UseCompressedLightmaps=True to UseCompressedLightmaps=False and UseVSync=False to
UseVSync=True.

[D3DDrv.D3DRenderDevice]
UseCompressedLightmaps=False
UseVSync=True

Compressed lightmaps are lower in quality and make the walls inside my level look blotchy. By
having regular uncompressed lightmaps the appearance of my level is substantially improved.
Vsync prevents tearing, which can be very ugly looking if you know what to look for. This
decreases performance and ties your frame rate to your refresh rate. For example: If you have
Vsync enabled and your monitor is set to 85Hz then when I am playing I will never get above 85
frames per second. You can if you want change the lightmap option only and the game will
run just as it did before but my map will still use uncompressed lightmaps.




 Recommended System:
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If your computer will run Unreal Tournament 2003 then it will most likely run this map, however
it is fairly detailed and may have higher optimal requirements.

The following system is recommended for optimal play.

1.4 Ghz+
384MB+ of RAM
64MB+ Video Card with DirectX 8.1 support such as a GeForce3 or a Radeon 8500.



 Known Bugs:
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1. The bots do not like the doors that much and will sometimes take a while to get through them
especially if they open inwards.

2. The mirror in the women's restroom was created without the UseStencil property because it
caused an assortment of bugs. With the UseStencil property disabled sometimes you can see funny
things in the mirror such as large dark spots, lines, or missing character components. The
mirror will also allow you to see characters, weapons, and effects in the entry room through the
wall. This might get fixed in future releases but due to a series of events this has not been
fixed.

3. The terrain is displayed in full bright mode in the video camera system if a weapon that
creates a dynamic light is shot close to the computer monitor that you are viewing the terrain
on.

If you find any bugs that are not listed here please contact me and I will do my best fix them.
Aquaflight@Hotmail.com




 Tips:
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1. The doors are pretty hard to go through when they open inwards if you just run straight up
to them. In order for them to function properly you need to come within a close distance to the
doors but not so close that they will hit you when they open. When you reach the proper
proximity the doors will open and you can walk through them.

2. To activate the security camera feature on the computers in the building you need to press
the "Use" key (default "U"). The camera will stay on for a few seconds and then disengage.
This feature is especially handy when few people are playing to spot incoming targets.




 Level History:
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 DM-CSHS is an exact replica of the Clear Spring High School; the high school I used to go to.
The idea was inspired during P.E. when we played a game of capture the flag in the school.
I found that experience extremely fun and decided that I would re-create my school as it was
in real life for UT2003. Once I set my mind to this project I measured every area of the school
including doors, trim, and walls. After I acquired the dimensions of the building I set to work
in UnrealEd and created my school. This started my long and hard journey to create a fun level
in UT2003, but maintain some level of realism at the same time. The main building in this map is
the school, which has custom sounds for each door and photographic texture detail for many items.
The terrain that is within about 15 feet of the school is accurate to the real world. The forest,
pond, and mountainous barrier however, were created for fun. In real life there is a forest
which extends into rolling hills surrounding the school and a couple extra buildings are
nearby as well.

 I have included 2 videos of the school in this archive, you should compare my level to the
real thing. I must inform you however that these pictures were taken shortly after a remodelling
process started. Therefore any details that are different were changed within the past week or
two, and since I was not aware of the changes made to the school, the pictures reflect a
different image of the Clear Spring High School.




 Permissions:
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 This level took a considerable amount of work, and since so much was created completely from
scratch, out of respect for the author I REQUIRE you to contact me and get explicit
permission from me before you use ANY content from my map.

1. You are NOT allowed under any circumstances sell this level on any medium or electronic
network.

2. You MAY distribute this level on any electronic network for free as long give credit to the
author and include this text document. i.e. Put it on a mapping website and allow users to
download it.

3. If you do get permission from me to use my content you MUST send a link to what you have done
because I will be interested in your creativity.

Note: I get a lot of junk mail and sometimes I miss important messages. If I have not replied
within a few days e-mail me with a subject like: "UT2003 Mapping/Modding" and I will see it.




 Credits:
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 First I need to thank my dad for always giving feedback about my level. He helped me transform
many concepts into beautiful creations through his thoughtful ideas and positive input.

 I also must thank the rest of my family for putting up with my extensive time on the computer.

 Thanks to my friends for play testing and for never discouraging me from this project.


 Most of my level was created by myself and all items that I did not create were used not
because of my inability to create my own, but because very close to the time this map needed to
be released an electrical storm fried a substantial amount of computer equipment and therefore
I was left with two choices: no release, or a release using some of other people's content.
Here I credit the sources I used.

1. Counter-Strike mod breaking glass sound effects (Fusion Pack)
2. Unreal Tournament 2003 skybox
3. Unreal Tournament 2003 tree, and tree bark textures
4. Unreal Tournament 2003 terrain textures
5. Bird sounds from bird information websites
6. Some base wood textures from www.3dcafe.com

Last but not least, I want to personally thank everyone at Epic Games and Digital Extremes for
providing the best game engine I have ever seen. My entire project would be non-existant without
them. Thank you.

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