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CTF-OSR-Gladius
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General info
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Game:		Unreal Tournament 2004
Competition:	Old School Rulz at UnrealPlayground
Title:		Gladius
Filename:	CTF-OSR-Gladius.ut2
Author:		Jos 'Sjosz' Hendriks
Webpage:	http://www.dregsld.com/Sjosz/index.html
Gametype:	Capture the Flag
Version:	1.0
Release date:	Monday January 15th, 2006

File Installation
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Place the file CTF-OSR-Gladius.ut2 in your UT2004 Maps folder
Place the file CTF-OSR-Gladius_Readme.txt in your UT2004 Help folder

Map info
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Singleplayer:	No, unless you like playing by yourself
Multiplayer:	Yes, for those who like to share the fun
New textures:	Yes
New meshes:	No, actually there's no actual static meshes at all
New sounds:	No
New music:	No
Known bugs:	None, it's supposedly perfect!      
New stuff:	Custom skybox by Hazel 'HazelH' Whorley	

Author info
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Name:		Jos 'Sjosz' Hendriks
Age:		19
Location:	Eindhoven, the Netherlands
Maps:	UT2003	DM-1on1-Frenzy
		BR-Templus
	UT2004	BR-Templus2k4
		CTF-Templus2k4
		DOM-DMP-Templus
		DOM-DMP-Dissipate
		DOM-DMP-Enchanted
		cDOM-DMP-Dissipate
		FD-Dissipate
		DM-SG-Cenotaph
		DM-SG-Frozen
		DM-SG-Minefield
		DM-SG-Grinder
		CTF-UCMP-Aquatica
		DM-UCMP2-Taron
Contact:	Sjosz@dregsld.com
		Sjosz@hotmail.com

Extra map information
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Features:			Custom skybox
Weapons:			(besides the standard shieldgun(, translocator) and assault rifle)
				Bio rifle
				Shock rifle
				Link gun
				Flak cannon
				Rocket launcher
				Lightning gun

Description
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The ShipTech company has been a loyal supplier of construction materials to the Tournament. This time around, the corporation doesn't supply the Tournament with materials, instead it had the brightest ShipTech architects and construction workers engineer the Gladius venue on the penthouse floors of one of their many skyscrapers as a contribution to the Tournament...

Credits
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First of all, Epic for making this awesome game. Secondly, KingMango for coming up with an excellent competition. Thanks to all the UP forumers who have entered in the competition and have answered questions in the official competition threads, special thanks goes to Hazel for creating stunning skybox textures of which I used some, credit to my parents for letting me off the hook after 16 hour mapping sessions. Credit to BIOS for letting me use some textures. Lastly to myself for making this map in such short time, I'm proud of myself :)

Construction Notes
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In total I think I had about 10 days or so to create this map. The lack of time to refine everything meant I had to do a lot of stuff in very little time, it was time to test my ability to speedmap my way through this. The first day I went to the drawing board and thought up/sketched a layout. That same day I created part of the flagroom's design. The 7 or so days after that were mostly about creating the map's geometry. To add some detail that meant that I had to use a LOT of BSP, over 2600 brushes in total I believe. The thing that probably took up most of the time was texture alignment. In the meantime the rules had changed to a trianglecount limit of 5000, which drastically increased the possibilities for detail in the map. After 7 or so days of constructing the geometry, I went and duplicated the half I had and pasted it mirrored, finishing the geometry. I quickly moved on to pathing the place and placing items/weapons, which was a relatively short job to do. After that I zoned the place, threw in some AntiPortals, and optimization was in place. 
Probably one of the most daunting tasks of the map's construction was lighting, and up to 2 days before the deadline it seemed like I would never make it in time because of it. After another allnighter, with a mapping spree of over 18 hours, I came close to finishing it. The sunset looks quite nice IMO. I had quite some filesize left, so I decided to make some of the lightmaps more detailed, resulting in what I think looks like some nifty shadow work. The one thing I'm disappointed about is that I couldn't make use of glass windows for the outer windows, because unless they are static meshes, they block off incoming sunlight, annulling any sort of nice shadow work. In a possible high detail version of this map I may add static meshes to 'complete the look', as invisible blocking volumes are not very attractive to use if they don't have clear visible counterparts. The finishing touches on the map of course were the additions of audio, music track, description and materialsequence. I enjoyed mapping this in just under 10 days, and I hope you'll enjoy playing it.

Legal stuff
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This level is copyrighted by Jos Hendriks 2006. Borrowed custom content is copyrighted by the respective authors.
Authors may NOT use this level or its content as a base
to build additional levels, without the author's explicit permission!
Meaning, please consent use of custom stuff in this map via email, people
that release this map's stuff without consent/permission will be horrendously
flamed/sued/spanked/shot at and disregarded as nice people. Please ask permission!

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.