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

CTF-W3-ZM1Jungle2SE

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Title                   : The Jungle of Monsters
Version                 : Special Edition
Release Date            : 26th April 2005
Author                  : Jure Vertelj a.k.a. WhirlWindWabbit
Email Addresses         : thepodclan2003@yahoo.com
Other levels by author  : See History.txt
Compability		: Map constructed on UnrealEd 3.0 software included with UT2004, version 3355. Please update your
                          game when encountering problems. For non-version problems feel free to e-mail me.
Map notes               : I have learnt my lesson. On any further maps I develope I will surely take time to go through some
			  severe beta-testing and the first version of the map released will surely be a BETA version.

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---- Level Info ----

Game                    : UnrealTournament 2004
Assault                 : No
Onslaught               : No
Deathmatch              : No
Capture the Flag        : Yes
Team Deathmatch         : No
Double Domination       : No
Bombing Run             : No
Mutant                  : No
Invasion                : No
Last Man Standing       : No
InstaGib CTF            : Yes (not recommended though)

-
 
New Sounds              : Yes
New Music 	        : No
New Graphics            : Yes
New Scripts		: No
Known bugs              : See below

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---- Construction ----

Editor used             : UnrealEd 3.0
Base                    : ZM1Jungle.unr and additional concept art
Construction Time       : 7 days

---- Updating ----

Patching-up (V2)        : 3 days
Patching-up (V3)        : 2 days

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---- Instalation ----

Extract the entire content of the zip file into your UT2004 directory (e.g. C:\UT2004). You can also do it manually:

- Extract all the .ut2 files (maps) into your ...\UT2004\Maps directory
- Extract all the .ogg files (music) into your ...\UT2004\Music directory
- Extract all the .utx files (textures) into your ...\UT2004\Textures directory
- Extract all the .uax files (sounds) into your ...\UT2004\Sounds directory
- Extract all the .u files (scipts) to your ...\UT2004\System directory

*NOTE* When manually extracting these files you MUST check for their presence in the appropriate folders, meaning: Make sure
that the maps are in ...\UT2004\Maps directory, not in ...\UT2004\Maps\Maps (applies to all files).

Run the map from withing the game. I hope you know how to do that.

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---- Who did what? ----

-> Zora

As I mentioned, Zora is the author of the original ZM1Jungle.unr (Jungle of Monsters) level. I took the basic layout of her 
map and reconstruced it in the new engine, down-scaling the whole thing for about 1/5. Most of the level as you see it in 
UT2004 exists in the original title, but I took the liberty of using at least a little bit of my own imagination. The original 
level is (especially where the blue flag base is) full of houses and Nali, the same goes, more or less, for the lower part.
All that was basically kept was the layout and the lake in the red flag base side along with the two walls also located at 
the red flag base.

-> WhirlWindWabbit

I came to realise that something had been missing, so I needed a quick resource from which I could get a decent Nali house.
I saw NozzeM's remake of the Nali house and loved it. I borrowed it, and let it be known that it is NOT mine. I have no
problem admitting that. I also took his skybox from the same level becouse I wasn't quite fond of making my own textures in
the new engine back than. I wanted the sky to be Unreal like, but didn't know how to make the textures translucent and 
panning. I figured that now, but really don't see the point in replacing the skybox. Honestly, it's just wonderul.
Now, before you start screaming "What the fuck did you actually build, eh man?!" let me tell you just that: The mine parts
don't exist in the original map (lower and upper parts of the level are only connected through a steep cave-like tunnel).
Those are 100% mine, that's why they suck so much (heh heh).

To conclude, let's just say that this is my first map with UnrealTournament 2004; I *tried* making a map for UT2003 but my
old comp was having a really hard time trying to run anything that was just a bit more powerful that Space Invaders.
That's also the main reason I did a conversion and so overreacted with terrain layers, I just wanted to get a grip of the
new editor and, once -gripping- it, improve my skills.

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Log of updates and changes (V2):

- New texturing system;
- Improved bot pathing;
- Improved zoning system, optimized anti-portals;
- Fixed item placement;
- Fixed terrain issues;
- Patched up the get-out-of-map errors;
- Fixed up missaligned static meshes which resulted in the get-out-of-map effect, and indeed, looked ridiculous;
- Removed the palms becouse some people seemed to have problems with them (looked too artifical anyway);
- Removed some static meshes and emmiters that were supposed to add to the decorations but just made the map look like it 
  was a clindge*;
- Removed Physis volumes (flames won't hurt the player anymore);
- Various other things level designers go on about what they did in their new 
  must-get-an-utterly-improved-cannot-live-without version of the map which, upon updating, is the same useless junk you got
  before in a whole new package.

After overall fixing and tweaking with the settings I got bots with a bit more brain and an extra 5-10 frames in most of the
areas of the map, areas with lower framerates in the first version have (at least on my PC) been fixed.

* A small awkwardly shaped piece of cheese which was formed by grating a big properly shaped piece of cheese and which now 
  enables you to grate your fingers.

Log of updates and changes (SE):

- Additional texture replacement;
- Further bot pathing fixes;                                }
- Added scripted events for better bot support;             } Bots should now actually represent a challenge
- Bots won't try using Ion Painter inside the cave anymore; }
- Additional weapon placement tweaking;
- Additiona anti-portal optimazation,
- Fixed terrain issues (terrains should now be 100% bug-free);
- Further static mesh adjustement;
- Fixed lightning problems;
- Adjusted and added some new sound effects.

After overall fixing and tweaking with the settings I finally got bots with a decent level of AI and red side cave entrance
won't lag like shit anymore (framerate went up from 40 to 70 on my comp).

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Bugz

UnrealEd

- There was one bug within the editor: When I tried placing an item on a terrain it just threw it across the map on a
  totally different location that it was supposed to be. Very annoying with bot pathing. However, it doesn't *seem* to affect
  the gameplay at all.

Gameplay:

- Hopefully no more.

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Author's logs

- Yep, that's right! Another version of this map, just waiting to be pissed on. Don't worry though, I really put my back into
  this version so you can all rest asured that there won't be any fourth version of the map.

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Credits

- Zora  : Author of the original ZM1Jungle.unr map (http://zzora.altervista.org).
- Nozzem: *Borrowed* his design for the new Nali house. Also used the skybox which he made for CTF-Avali.ut2 
          (www.legendofvandora.net). None the less, I added a few cookies to the skybox and fixed his zoning 
          problem with the house.
- Jaspos and Turboman for static meshes which were originally produced for CTF-Avali.ut2

Various other files from all sorts of maps you wouldn't belive I have. If you find something that you think is yours: Thanx!

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Map testing (although it was tested only after it had already been made public, it was mostly these people who gave me some
guidelines for the fixed version of the map):

- LoV team
- Noob Saiboot
- Blood Demon a.k.a. Mrs. Bitch a.k.a [Usuqa M'Diq]
- Denis O.
- Last, but not least, my lil' brother

Additional thanx to Hourences for tons of tips and nerves of steel for replying to all of my noobish mails.

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Greatest links:

1.) If you ever need anything for Unreal, make sure to check out www.oldunreal.com
2.) Wanna play some real maps? Check out Zora's world!: http://zzora.altervista.org
3.) Looking for a good UT2004 mod? Look no further: www.legendofvandora.net (ehm, no offence, but this is kind of dead o_O)
4.) Need help with Unreal Editor? Check out the greatest tutorials ever: http://unreal.gamedesign.net
5.) Need help with Unreal Editor 3.0? You don't want to miss this: www.masteringunreal.com

 -> No ReSpOnSiBiLiTy foR aNY lInK <-

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Cya online!

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WhirlWindWabbit

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Authors may use this level(s) as a base to build additional levels, provided you give the author's name and
the source file which you modified/extended/used in the credits.

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 my explicit
permission!

You may distribute this archive through any electronic network, provided you include this file and leave 
the archive intact.

All trademarks and trade names are properties of their respective owners.

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