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Title                   : Norfolk
Version                 : 1.0
Release Date            : 29th April 2003
Filename                : DOM-Norfolk.ut2
Author(s)               : Warren "Thunderstrike" Wescott
Email Address           : thunderstrike@planetunreal.com
Web Page                : http://www.planetunreal.com/Thunderstrike
Other levels by author  : DM-Azwahtemh, DM-Rustamorai, DM-Deadly Falls (all UT)
Additional Credits to   : See below.

===============================================================
Description:

Early morning Domination for breakfast, set amongst giant Norfolk pines. Liandri have ensured no one runs off for a picnic with subtle use of barbed wire fences designed to blend into the natural environment, NOT!

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--- Play Information ---
Game                    : Unreal Tournament 2003
Level Name              : Norfolk
Single Player           : Botmatch (full bot path noding)
Cooperative             : Domination
Deathmatch              : No 
Domination              : Yes
Difficulty Settings     : Nil
New Sounds              : Nil
New Textures            : Hell yes! Check out that skybox by Muad'dib! Custom texenv, too! :)
NewUnrealScript         : Nil
External DLLs           : Nil
Known bugs              : I'm sure you'll let me know! :)

--- Construction ---
Editor(s) used          : UnrealED3 Beta
Base                    : None
Construction Time       : Around five months (on and off ;)

Installation
------------
Unzip the .utx file into your Unreal Tournament 2003/textures directory.
Unzip the .ut2 file into your Unreal Tournament 2003/maps directory and enjoy.

Author's Notes
--------------
This map began as something I had always wanted to make in UT, but the terrain and decorations in UT weren't up to the vision. After playing a few maps on UT2K3 it occurred to me that the engine could now handle what I had in mind. Even so, the map still evolved. It was originally meant to be more of a jungle/close forest map, however the tree static meshes that ship with UT2K3 still didn't cut it. As I'm still struggling with Maya, rather than evolving the meshes I evolved the map. The pond was always going to be in, just never as big as it got! Talk about learning experiences, I'll never make water that big again! This map was also a learning experience in UT2K3 level optimisation. Only a single BSP brush meant that at least I didn't have to deal with BSP errors, horrah! :) The bots go pretty much everywhere. The only thing they don't go for is the token health on one of the ruins, despite full pathing access. I guess for the effort it would require they figure it's better to concentrate on capturing those control points! Good call! SirTahngarth made a suggestion of scaling this map down by about 10%. I tried both 10% and 20%, but even at 20% the time it took to run from one side of the map to the other only dropped by about four seconds. Given that you are unlikely to have to run from one corner of the map to the other I reconsidered my decision to have so much space between the control points. There is much discussion about having the points close enough that you can run from one to the other within the ten second countdown. To my mind this is deathmatch mentality. We're here to play Domination, dammit! :) It's time to value your life, defend that control point like you won't respawn within a few paces of it if you die. This map needs teamwork, tactics and, above all, the value of a live player! Here endeth the lesson. ;)

Thanks to
---------
Those people who tested this map in it's various stages:
HortonsWho, Blitz, MortalPlague and justicefornone from Unreal Playground... THE place to get your maps tested. Hort always has some sage advice, Blitz a clinical disection and encouragement, MortalPlague and justicefornone that spit and polish I'm notorious for neglecting! A very special thanks to Jemaz Yiochi for his in-depth testing and feedback. Jemaz suggestions got me over a creative hurdle and pushed the map into the home straight. Thanks Jemaz! All these people helped to drag this map up out of the quagmire!

A final thanks to Muad'dib for his fantastic SierraENV skybox texture set. He released it (or rather re-released for UT2K3) just at the time I was struggling with another sunrise/sunset skybox with a paltry 256x256 resolution that was just blur city in 2K3. Thank you Muad'dib!

Visit my website and let me know if you'd like to beta-test one of my upcoming maps!

Copyright / Permissions
-----------------------
This level is copyright Warren Wescott 2003.

Authors may not NOT use this level as a base to build additional levels.  This map may 
NOT be modified in any way without the author's express, written permission.

You are NOT allowed to commercially exploit this level, i.e. put it on a CD
or any other electronic medium that is sold for money without my explicit
permission!  This INCLUDES putting it on ftp.cdrom.com which have a
tendancy to do just as such or any other major ftp that bundles cd-roms
out of what they carry.

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

----------------------
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UNREAL TOURNAMENT 2003 (c)2002 Epic Games.  All Rights Reserved.  Distributed by
Infogrames under license.  Unreal Tournament 2003 and the Unreal Tournament 2003 logo are registered trademarks of Epic Games, Inc. All other trademarks and trade names are
properties of their respective owners.