==============================================================================
TITLE: 		DM-1on1-Q2SuddenDeath 
Author: 	Rob 'FraGnBraG' Burns 
System:		Unreal Tournament 2004 
GameType:	Deathmatch 
Version: 	FINAL 1.00 ***
Player load: 	2-3 players ( recommended 1 vs 1 ) 
Last Update: 	2004-Aug-09 
Filename: 	DM-1on1-Q2SuddenDeath.zip 

eMail Address: 	Please send any comments or suggestions 
		to fragnbrag@rogers.com.  

Author's Homepage: 
		FraGnBraG Level Design 
		http://members.rogers.com/fragnbrag 


==============================================================================
 STORY:			
==============================================================================
Um, not really...  In the original Quake][ map, the setting was somewhere in 
the body parts factory of the Strogg installation located on the alien world 
of Stroggos, but this theme I've used is obviously terrestrial 	industrial... 
So, let's just call it something like "an industrial scrap-melting plant". 
There, that explains the fact that there's lava-like molten magma crap 
everywhere, and the outside is a big junkyard :D

==============================================================================
 DETAILS:			
==============================================================================
Player Count...: 
	2 (1 vs 1) 
	3 if like SPAM
	4 if you like getting killed while you spawn
	5+ ok, that's just being stoopid :P 


*** NOTE This is NOT my level design ***

This map is a scale remake of the inFamous Quake II Sudden Death level 
(fact3) which was designed by American McGee when a member of ID Software.

The theme that i've concocted is original (I made it up) but it probably looks 
and smells like a thousand other noob maps since I am not yet overly familiar 
with all the UED3 resources and have seen only a small amount of the whole 
pallette available in the ed. That will obviously come with time.

So, 2K* experienced mappers go ahead have a chuckle at my expense, but I already 
know this map ain't that great as far as _UT_ game design goes :o) Subsequent maps 
from yours truly will be emmensly better ( so don't chuckle too loud, dudes :D

At various times, I'd gotten the urge to remake some maps from various games that 
had some sort of special meaning to me - this Quake][ map among others ( from 
QuakeIII, UT, DeusEx, Half-Life, SystemShock2, MaxPayne, NOLF, etc.

I know full well this is not a stellar example of UT2004 mapping, but for me at 
least it's a place to start ( seeing as my ONS map went south :P More signicant, 
I finished this in 25 hours of effort over a two week period. During that time 
I did a number of tutorials, and crashed and burned on this map often, put up a 
beta, and made a few changes after that - so what I have is what remains :) 

For the player, if you played Quake][ at all (beyond the single player game) 
you'll instantly recognize this map, and setting the difference in themes 
aside and considering the few changes I made (see below) you should feel right 
at home in it. I certainly did. The only difference is it's a faster pace, and 
the map is full of UT pickup ( and of course UT bots :) 

Player Count...: 
	2 (1 vs 1) 
	3 if like SPAM
	4 if you like getting killed while you spawn
	5+ ok, that's just being stoopid :P 

==============================================================================
 Summary of Changes made :
==============================================================================
(these notes are only relevant if you are familiar with the original 
Quake][ map and are interested in how and why i modified the gameplay. 
In fact, if you never played the original map then these points will 
probably not make any sense :P

1. Removed button-activated rising lava trap for the Rail-gun pillar 
in the cylindrical area (pit) and replaced the BFG in the alcove 
above that area with a UT Lightning gun.

The rising lava trap in theis area, while it worked in Q2 due to the much 
slower pace of that game, does not work in UT2K4. IMO, that trap causes 
an excessive wait time for the player (up to 10 seconds needed to complete 
the sequence of hitting the floor-button, waiting for the lava to receed 
and the pillar to drop down, run down to grab the weapon (now a flak cannon), 
retreive some flak ammo on either side of the pillar, then run back up the 
stairs before the lava filled back in - would result in a big flow stoppage 
and death by rockets from above. Waiting around for things is a bad thing 
to do in UT. 

So I used the button alcove for a 5-pack of adrenalin, making a noteworthy 
audible. Also put the flak cannon on the floor where the railgun pillar 
used to be. This makes getting it risky, but far less so than the lava trap. 

I also experimented with the redeemer in the BFG alcove location (ie the 
Q2 uber-weapon), which resulted in the entire room being engulfed in the 
nuclear blast, myself included LOL! so no uber weapon in the map. The LG 
is in that alcove overlooking the flak cannon, and the bot occationally 
snipes from there. 

2. Implimented a different U-damage power-up room trap. 

In the original Q2 map, thsi was the second rising lava trap, where player-A, 
looking through a glass window, would see player-B enter the "Quake symbol" 
power-up room thru one of two visible doorways, then step on a button 
to close and lock the doors, trapping player-B in the room and watching 
thru the window as player-B gets fried by the room filling up with lava. 

In a one-vs-one duel this would have worked ok, but i thought of a "better" 
twist that gave the player-A a bit more fun! Have the doors lock, trapping 
player-B in the room, as before, but have special one-way glass that player-A 
can actually shoot thru, but acts as a shield against player-B returning fire. 
Player-A can still hand Player-B a heapin' helpin' of humiliation (a little
more personally, LOL! )

This kind of material (special-one-way-glass) was a problem for me to make 
at the time. Blitz (Teh Blitz of Bot-Pathing fame) did kindly provide a 
demo of how to impliment the feature, but while his glass would act properly 
in the basic sense, some of the weapon effects were lost.  

So I opted to have no glass, just a first shot advange through the window 
for player-A (which is usually all the advantage you need ;) 

This Blitz-type glass effect will be revisited in the next version (2) 
of the map. 

There is also no button to trigger the doors. Simply moving and staying in 
front of the window will keep the doors closed (it's a triggered volume so 
you can actually strafe from side to side while in fromnt of the window and 
still keep the trap active.

3. Replaced the one-way blind teleporter with a two-way teleporter, plus a 
warpzone so you can see what's on the other side. The warpzones caused 
problems for the bot going thru them, but the teleporters cause no problems
at all, and that's why it's been done that way. I know it looks a bit ghey :P

I never liked the fact that you could not go back thru the tele-portal in 
the Q2 map, which meant you had no choice but to head for the central 
corridor from that direction. So I changed it... for the better, imo. 

4. Removed the sliding doors on the short "tube" corridors, and changed 
these corridors so they're not "tubes".  

These accessways were closed off at both ends by sliding doors in the Q2 map. 
The doors opening/closing sound was the primary situation audible for the 
connected areas, but that made camping the doors easy (once I got the damn
doors to work by having to use door-actors, yet another new thing :P ). 

Again, in UT flow suffered a lot by having doors there, so i made the doors 
static and left in the opened position. I lined these short tubes with 
health-vials to give some situational awareness, and this seems to have 
worked out well. 

==============================================================================
 Inventory 
==============================================================================
Weapons, Armor and PowerUps: 
One each, Standard UT2003 weapons 
*** NO REDEEMER *** 
*** NO SHIELDS  ***

==============================================================================
 Construction 
==============================================================================
Base: 	New UT2004 map created in UEd3 
	from graphic schematics I produced 
	using Paint Shop Pro screen capture 
	when editing fact3.map using Radiant.

Build Time: 
	25 hours

Editor(s) Used: 
	UnrealEd 3.0
	Paint Shop Pro 7.0
	GTKRadiant 1.4.0 

==============================================================================
 Installation 
==============================================================================
Unzip DM-1on1-Q2SuddenDeath.ut2 into your \Maps folder
Unzip DM-1on1-Q2SuddenDeath.txt into your \Help folder
Unzip DM-1on1-Q2SuddenDeath.jpg into your \Help folder
NOTE: screenshot.jpg is for the UnrealPlayground.com system. You don't need it.

To play the map choose DM-1on1-Q2SuddenDeath from the DM or TDM menu of 
UT2004 after you install the files.

==============================================================================
 Play Information 
==============================================================================
Game: Unreal Tournament 2004
Level Name: DM-1on1-Q2SuddenDeath
Game Type: DeathMatch  
Botmatch: Yes 
Single Player: No 
Teamplay: No 
Difficulty Settings: Only For Bots 
New Textures: No 
New Sounds: No 
New Music: no
Mods: No 
Mutators: No 

To play the map choose DM-1on1-Q2SuddenDeath from the DM or TDM menu of 
UT2004 after you install the files.

Challenge:

OK, so this is a small, tight map, and it's certainly not a forgiving map. 
It's not suitable for all play styles. Maybe think of it like a cage match.
If you don't like that, or think it's just too small, well that's ok. Go 
play some other map you would find more fun, there's thousands around... 

So, if you think you're a super DM player, try and win this map against one 
MASTERFUL bot. Up the difficulty setting to GODLIKE if that's a challenge. 

When I play I usually set the bot to auto-adjust so I usually win. On GODLIKE
though, I get my a$$ handed to me, haha, repeatedly :( I expect you will too :D 
( it's ok, you can just blame the map... )

Happy Fragging :D

==============================================================================
 CREDITS: 
==============================================================================
Special Thanks to American McGee for creating this sweet ;ittle Quake2 map in 
the first place, and for granting me permission to publish this remake :) 

Thanks to the forums members and mappers at the Unreal Playground Level Design 
Forums who had a look at the map during development, and offering technical 
tips and suggestions. In no particular order: Cunning_Stunts, Cobra, Lord Simeon, 
Blitz, Angel_Mapper, SuperApe, Phalanx, and BullDozer.

Special thanks to Blitz for the one-way glass demo map. Although I did not 
use the method in this map, I will likely explore it further in version ][.

==============================================================================
 FINAL NOTES:
==============================================================================
Overall I guess I'm satisfied with the way Sudden death turned out, I wanted 
to do more with it (to it) but I don't think my skillz are quite up to snuff 
just yet. Lots of stuff still to learn. 

That said, I'm never completely happy with any of the maps I make because they 
don't seem to turn out exactly like I picture them. Oh well, the next projects 
will make use of emitters and projectors, various materials, movers, animations, 
and perhaps some custom static meshes, although I'm not in a great hurry to get 
in deep with maya or max atm. I'll do a few more maps first, before I get into 
mesh-making. In the mean time, there's lots and lots of neat-O stuff to play with :)

Anyways, more maps coming for both UT99 and UT2004 - and these shouldn't take 
forever to make now that i have some hands-on in UED3. You can check my web-site 
for further details of my mapping projects. 

Yeah, I know my web site is a bit out of date, but I'll fix that up soon when I 
get some time spare cycles...

Till then, Happy Fragging :) 

FNB, 2004-Aug-09 

==============================================================================
 Other Levels By Author: 
==============================================================================
Please visit FraGnBraG Level Design website at 
http://members.rogers.com/fragnbrag

=============================================================================
 Copyright / Permissions 
==============================================================================
This level is copyright by Rob 'FraGnBraG' Burns 2002/2003/2004. 

Authors may NOT use this level as a base to build additional levels or use 
any of the custom content created for this map without explicit permission 
from the Original Author (erm, that would be me in this case :) 

Unreal® Tournament 2004 ©2004 Epic Games, Inc. Unreal is a registered trademark 
of Epic Games, Inc. ALL RIGHTS RESERVED. All other trademarks are the property 
of their respective owners.

==============================================================================
 EOF
==============================================================================
FNB, 2004-Aug-09








