
CTF-Aedes Second Edition

Map for Unreal Tournament 2004

1.20

----------------------------

Title: CTF-Aedes-SE

Filename: CTF-Aedes-SE.zip

Author: Michael "Bot_40" Rippon

eMail Address: mrippon@yahoo.com

Website URL: http://www-users.york.ac.uk/~mjr130

Release Date: Sunday, 6th June 2004

Credits:

Hourences for his leet terrain tutorial ->www.planetunreal.com/phalanx<-
Shadowlurker for the original concept
The rest of my flat for support :)
Horizon for some last minute testing
Some more people for pointing out improvments etc. for the second edition :)

Other levels by author:

UT2k4
ONS-Draor

UT
DM-Deck_40
CTF-Wether
CTF-SuperStyler
DM-Tutorial_40
CTF-StoneForts][
Other old maps

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Play Information

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Game: Unreal Tournament 2004

Level Name: CTF-Aedes-SE

Game Type: CTF

Botmatch: Yes

Single Player: No

Teamplay: Yes

Difficulty Settings: Only For Bots

New Textures: Yes

New Meshes: Yes

New Scripts: No

New Sounds: No

New Music: No

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Construction

------------

Base: From scratch

Build Time: Approx 2 months + A random amount of time for changes

Recommended # of Players: 8-14

Editor(s) Used: UnrealEd 3.0, 3DSMAX 6, Photoshop 7, Terragen 0.9

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Installation

------------

Unzip CTF-Aedes-SE.zip

Store the *.ut2 file in your Unreal Tournament 2003/Maps directory along with the others
(see guide below), then either doubleclick on it, or type

open CTF-Aedes-SE

in the console, or select the Map in a Botmatch or an Internet game.


Guide:

*.ut2 files go in Maps/

*.usx files go in StaticMeshes/

*.utx files go in Textures/

*.ogg files go in Music/

*.uax files go in Sounds/

*.u and *.int files go in System/




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Author's Notes

--------------

Hmm, was a bit disappointed about not making the finals in MSU Phase 3 but got an honorable mention. Decided to release an update because there was a few (kinda small) things I wanted to do in the original but I only finished it 19 mins before the deadline plus I had 4 3-hour exams over the next 4 days so I was a bit rushed to say the least :p

Changes over original version:
Improved item placement and such
Bot AI is much better now, they don't always take the same routes
Fixed getting under terrain (important!)
Added some nice particles (sea sparkles, leaves fall from the trees)
Improved sky and clouds, there's still some banding effects, but the differences in colour between the bands only seem to be 1 or 2 so I don't think it's possible to get rid of them with only 32bit colour (which is a bit impossible to fix :p)
Blocking volume in the center area is further out (no I am not moving the one near the flag because it brings many problems)
Fixed sea showing through grass and other small things like some lighting etc.
Reduced zip size by 288014 bytes. I did hope to get a decrease of 288015 bytes but it just didn't prove possible given I need to release this map in 2 weeks, or maybe 5 years...
Added comments around the map (look in editor, mainly in the middle and on the red side)

Things I still would have liked to have done but didn't seem possible:
More detail in general on the temple (Too high poly)
More temple stuff in the caves (Didn't originally plan for it and too late once I built the terrain)
More decoration on top of the cliffs, for example, buildings in the backround etc (Too high poly)
Better thematic execution - Stuff like the flag area has no real meaning, it's just a random building and it doesn't look good anyway (Again, not planned)
Loose rocks around the place (would have to be very low poly rocks and ugly, didn't think it was worth the effort)
People that are still moaning about the blocking volumes, well, just turn ghost on and see what it looks like when you are out at sea. This is the reason, so tough :p

Please DON'T use any of the meshes or textures without my permission first. I would like to know who is using them, plus if you are thinking of entering a competition or something... ;)

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Copyright / Permissions

-----------------------

This level is copyright 2004, by Michael "Bot_40" Rippon

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


Authors may NOT use the static meshes/prefabs/textures from this map without explicit
permission.


You are NOT allowed to commercially exploit this level, without my explicit permission!

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

UNREAL (c)1998 Epic Megagames, Inc. All Rights Reserved. Distributed by GT
Interactive Software, Inc. under license. *This is a supah miracle hidden message.
Email the word "OMR" to mrippon@yahoo.com if you find it! I will be quite impressed
if someone read the readme, let alone the copyright permissions :)*
UNREAL and the UNREAL logo are registered trademarks of Epic Megagames, Inc.
All other trademarks and trade names are properties of their respective owners.

UNREAL TOURNAMENT (c)1999 Epic Megagames, Inc. All Rights Reserved. Distributed by
GT Interactive Software, Inc. under license. UNREAL TOURNAMENT and the UNREAL
TOURNAMENT logo are registered trademarks of Epic Megagames, Inc. All other
trademarks and trade names are properties of their respective owners.

UNREAL TOURNAMENT 2003 (c)2002 Epic Megagames, Inc. All Rights Reserved. Distributed by
GT Interactive Software, Inc. under license. UNREAL TOURNAMENT 2003 and the UNREAL
TOURNAMENT 2003 logo are registered trademarks of Epic Megagames, Inc. All other
trademarks and trade names are properties of their respective owners.

UNREAL TOURNAMENT 2004 (c)2004 Epic Megagames, Inc. All Rights Reserved. Distributed by
GT Interactive Software, Inc. under license. UNREAL TOURNAMENT 2004 and the UNREAL
TOURNAMENT 2004 logo are registered trademarks of Epic Megagames, Inc. All other
trademarks and trade names are properties of their respective owners.

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