================================================================ 
Title             : Hydro 64 
Version           : BETA 3 (For UT2004)
File Name         : CTF-Hydro64-LE_BETA3.ut2 
Author            : Cory 'SpoonDog' Spooner 
Email Address     : thespoondog@beyondunreal.com 
Web Page          : http://spoondog.beyondunreal.com

================================================================ 


Files  	: CTF-Hydro64.ut2 



Credits	: Huge credit to Mithra Pattison, AI coder from Perception, for diving into the code to help me find a way around a major bot problem - wouldn't be fixed if not for the help!  Thanks to everyone at Perception for helping test, especially Alex/Lord_hades for giving me some feedback on the initial layout and doing the trick jumps for the video!  Thanks to John from Mapraider, Neoduck & Fordy for beta testing!  Thanks to Freeseus & the Atari community for the LE edition feedback.



Other maps	: Too many to be bothered putting 'em in here 
     		: (Just visit my website - see above)



--- Construction --- 

Editor(s) used       : UnrealEd, Photoshop, 3DS Max. 



--- Installation ---

To install the map, unzip the files to the following directories:

.ut2 files to UT2004\Maps



--- Description ---

Hydro-power dams have proven to be a favoured battle place in the tournaments.  Now here's the ultimate one - a previously undiscovered piece of antiquity, nestled in the middle of a beautiful, rolling valley.

Now revived, no longer is it the harmless creator of power... but the perfect CTF killing ground.



--- Notes/Stuff You Dont Need To Know But Should Read Anyway ---

I did a write-up on the map - basically how I went about constructing the level from start to finish.  You can see it here:

http://spoondog.beyondunreal.com/WayOfHydro_01.html


First of all, as there's often some confusion - this is NOT a remake of Hydro 16 - some UT1 players might vaguely recognise the layout - it was based on a UT1 map I did, CTF-Hydro32 (which was intended to be a "sequel" to Clawfist's awesome Hydro16).  I took the feedback from that and improved upon the original layout, and put up a BSP layout version for testing.  Thanks to some guys at UP, I got enough feedback to let me make a few tweaks and get started on the real map.  Quite a way into the actual development, I realized it's actually quite a behemoth of a level - quite a few unique rooms and such... but with a few late nights and a few *cough* sick days *cough*, I was able to chisel my way through it in a few weeks.  To be honest, unlike a lot of my other 2k3/2k4 maps, I'm very happy with how this one turned out.  It looks decent, plays decent, and I was also able to get the bots to use the map almost exactly how I wanted them to!  I was going for a more "realistic" than usual look - it still looks "Unreal" to an extent but the lighting was meant to simulate real lighting a bit more, kinda like HL2 with it's radiosity and such.  Hopefully the map should cater for the both the casual and the competitive players.  Have fun! :)







That's enough... This level and it's meshes/textures are copyright Cory 'SpoonDog' Spooner, July 2005.