ReadMe for Dissipate for Unreal Tournament 2k4
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               Title: Dissipate
            Filename: cDOM-DMP-Dissipate
              Author: Jos 'Sjosz' Hendriks & A2597
       eMail Address: sjosz@cdom.net, a2597@blender.com
         Website URL: http://www.cdom.net, http://www.b5-blender.com
        Release Date: 13-10-2004
         Last Update: none
             Version: 1.0

Credits:
Credits go to A2597 for the original layout, definition of style and the many ooooh's and aaaaah's, credits go to Jos 'Sjosz' Hendriks (me) for actually building the monster in full, additional credits for Carson 'Dregs' Smith for hints, tips, gimmick and comical relief when the HOM's were closing in on me.
Let's not forget Epic games and such for making UT2k4 worth editing for and Alexander 'cubic' Lehmann for making part of the used meshes (Squader)...


Other levels by author:

A2597:

Sjosz:	UT99	-	DM-Arcanium
			DM-Armory
	UT2k3	-	DM-1on1-Frenzy
			BR-Templus
	UT2k4	-	BR-Templus2k4
			CTF-Templus2k4
			DOM-DMP-Templus2k4
			DOM-DMP-Enchanted


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Play Information
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                Game: Unreal Tournament 2k4
          Level Name: Dissipate
           Game Type: Classic Domination
            Botmatch: Yes
       Single Player: No
            Teamplay: Yes
        New Textures: Yes
	  New meshes: Yes
          New Sounds: Yes (UT99)
           New Music: No
        New Mutators: No
                Mods: none

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Construction
------------

                Base: new map with some influence of Squader.
          Build Time: really absurdly long
   Ideal Playercount: 8-16
      Editor(s) Used: UED3
          Known Bugs: none this map is perfect :P

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Useless extra information
-------------------------

Map specs:

Filesize in bytes:	22.151.168
Amount of brushes:	551
Amount of meshes:	2125
Amount of light actors:	1476
Amount of sound actors:	477
Amount of objectives:	3
Amount of pathnodes:	180
Amount of assaultpaths:	32
Amount of movers:	look for yourself you lazy readme-reader
Amount of playerstarts:	20
Weapons included:	Shieldgun, Assaultrifle, Biorifle, Shock rifle, link gun, 
			minigun, flak cannon, rocket launcher, sniper rifle
Amount of antiportals:	28
Amount of zones:	did you really think I'd write that in a readme?!

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Installation
------------
Unzip cDOM-DMP-Dissipate.
Store the *.unr or *.ut2 file in your Maps\ directory along with the others 
(see guide below), then either doubleclick on it, or type open Dissipate in 
the console, or select the Map in a Botmatch or an Internet game.

Guide:
*.unr and *.ut2 files go in Maps\
*.utx files go in Textures\
*.umx and *.ogg files go in Music\
*.uax files go in Sounds\
*.u, *.int, and *.ini files go in System\
*.usx files go in staticmeshes\
*.ukx files go in animations\
*.ka  files go in karma\
*.upx files go in prefabs\

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Extended Description
--------------------

Partially imbedded in an off coast island near the RobotFactory venue this base provides you all the peace and quiet you need to dominate your opponent. Specially constructed by Liandri for the revival of the classic domination gametype.

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Author's Notes
--------------

Building this one was a real bitch. A2597 first built his version of the map, with lots of unaligned stuff making the topdown view look like a large plate of green, yellow and blue spaghetti. When he started having serious lighting/FPS problems he eventually turned to me. I was interested by the layout but because of the 'spaghetti' I decided to build the map again from scratch. It turned out quite well, all HOM's are hidden, lighting is okay, stuff is aligned and it offers some very nice gameplay. Thanks to Dregs for being there when needed.
I felt little for using the same old RobotFactory skybox copy/paste, so instead I made it look slightly dusky. The imbedded-in-an-island-feeling is created through use of lots of rock/plant/tree/foliage meshes and some terrain which could be seen through those windows. I accidentically created an in my vision good looking visual, namely the pipes in the lower section of the map, visible through the glass floor. In the middle the meshes cut off at a certain point, but since the sunlight drops down straight it almost seems if the pipes are partially lit by the sunlight.
The problem with this map was the lightmapping. At a certain point the editor would make various surfaces with identical lightmaps look like one has lightmap set to 1 and the other to 256. This was one of the reasons to start anew. Other reasons were whacky brush/mesh placement and in my view pretty bad lighting. So I started this map from scratch, made some extra meshes in the mylevel.additional and mylevel.Sjosz folders to fill up any unfitting stuff. On behalf of both A2597 and myself have fun and give feedback!
(and curse me for forgetting about the bShadowCast option of the window meshes!)
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Copyright / Permissions
-----------------------
This level is copyright 2004, by A2597 & Jos 'Sjosz' Hendriks

Authors may NOT use this level as a base to build additional levels without explicit
permission from the Original Authors.

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 our explicit permission!

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

UnrealŪ Tournament 2004 (c)2004 Epic Megagames, Inc.  All Rights Reserved. Unreal 
and the Unreal logo are registered trademarks of Epic Megagames, Inc.  All other 
trademarks and trade names are properties of their respective owners.

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ReadMe created by NC3's ReadMe Generator.
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