================================================================
Title                   :Sand King
Version                 :1.0
Release Date            :10/15/02
Files	                :DM-SandKing.ut2
Author(s)               :David M. Pochron
Email Address           :dpoch@ticon.net
Web Page                :http://www.ticon.net/~dpoch/games
Description             :Deathmatch level on a large mountainous beach for UT2003
                         with battles that play like fully interactive FMV's from
                         Starcraft.
Where to get this map   :
Other levels by author  :DM-LightsOut (Unreal)
                         Elder God Ruins, BigSpaceGunUp, BigSpaceGunDn (Quake 2)
                         RktArena (Quake 1)
                         DM-E4M3 (Elder God Shrine for UT)
Recommended players     :6-12
Maximum players         :16 (after that and you'll start telefragging each
                         other when everyone first enters the map)
Bot support             :Yes
Translocator support    :Not really, though you can use it if you don't play against the bots
Known bugs              :Sometimes when you fall from a great height you die and
                         pass right through the terrain!  (No big deal.)
Cool features           :Nifty looking terrain and wavy fluid surface water!  Also having
                         rockets fly right over your head as you duck behind a hill is a nice
                         thrill.

--- Construction ---
Editor(s) used          :UnrealEd 3.0
Construction Time       :1 week
Dev & Test System       :Athlon 1600+ XP, Ti4200 gfx card, 512MB PC2100 DDR RAM,
                         Soyo Dragon+ mobo


Installation
-----------------------------------------------------------------------------
Copy the map into the "Map" directory of UT2003.  That's it!


Extended description:
--------------------------------------
This map was started out as a "is this possible?" situation:  It is possible to
make a fun map that is only built of terrain polys and decolayers?  I also wondered
if this would become standard practice to make maps quickly since you don't
have to spend any time in Maya or 3D studio to make static meshes.  Well, forget about
the time-saving aspects - even though creating the terrain design only took a day, going back
and smoothing and tweaking it, adding antiportals to block scenery and pathing the bots
took a LONG time so an all-terrain map isn't the great timesaver I figured it would be.

After playing the map several times I noticed something else interesting:  The map plays
very much like a paintball battle, only with more powerful weapons.  Also, after playing in
team deathmatch mode I couldn't help but feel like I was in a fully 3D version of Starcraft,
especially when using the minigun.  The whole scene played out like many of the cutscenes in
Starcraft, only realtime rendered now and fully interactive. :-)

I don't know how well this map will play on slower systems;  On my system it averages about 60
fps which is pretty good.


Tips:
-----
This map is large and it will be easy to get disoriented at first since all the scenery looks
similar.  However, it doesn't take long to traverse the whole area and it is very easy to spot
a firefight from the projectiles shooting so finding enemies shouldn't be a problem.  Once
you familiarize yourself with the item locations you will soon learn to recognize where you
are when you respawn.

Pay attention to the trampled areas that go up hills - these provide clues to some of the
paths that allow you to get to the top of the hills.  The other ways to the hilltops you'll
have to find on your own.

The central mountain provides an and an Ion Painter and a wealth of ammo that respawns every
10 seconds instead of the usual 30 so it's beneficial to get up there, but watch out because
you're likely to get sniped if you stay up there too long.  (It's also not a bad place to
do some sniping of your own.)  There is only one way up the mountain (without using the
Translocator) but you must watch your step because it's easy to slip off.

Definitely use the terrain as a strategic advantage.  If you try to battle out in the open as
a usual bunny-hopper you're going to get your butt kicked by players with military training.

The large map size slows the pace of the game down a bit (which is by design) but I limited
the health and armor so you should still be able to get a decent amount of frags if you're
a good player.  Also, you can try changing the game speed if you feel it is too slow.

The trees do not block weapons fire and they don't block you - I tried it on some of them
and the effect was mostly annoying.  However, they do provide great cover!

Try using the Quadjump mutator with this map!

Have fun!



Copyright / Permissions
-----------------------
FTP, BBS, and web site operators: You map distribute this level through
any electronic network provided you include this file and leave the archive
intact.

Game server administrators:  You may allow users to download the map directly,
in which case the text file need not be distributed with it.

Compilation distributors: You are free to include this map on compilation
CD-ROM/DVD-ROM (henceforth referred to as "distribution media") free of charge
or not.  This text file must accompany the map on any distribution media, and
both must remain unaltered from the way it originally released.

Map authors:  You are free to modify this map and re-release it, as long
as you give it a slightly different name.  (It's very annoying to have CRC errors
when logging onto a game server because someone makes tweaked version of a map with
the same name!)  Proper credit to myself must be included with the modified map.
