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DM-Sateca-SE
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General Info
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Game:           Unreal Tournament 2004
Title:          DM-Sateca-SE
Filename:       DM-Sateca-SE.ut2
Authors:        Samuel 'SamRo' Korn
                Dominique 'stfx' Grieshofer
Gametype:       Deathmatch
Version:        2.1
Release Date:   11.03.2014

File Installation
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Place the file DM-Sateca-SE.ut2 in your UT2004 Maps folder
Place the file DM-Sateca-SE_Readme.txt in your UT2004 Help folder

Map Info
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Singleplayer:       No
Multiplayer:        Yes
Bot Support:        Yes
New Textures:       Yes
New Meshes:         Yes
New Sounds:         No
New Music:          No
Number of Players:  2 to 4
Known Bugs:         None
New Stuff:          New meshes and textures made by SamRo, lift meshes made by stfx

Author Info
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Name:               Samuel 'SamRo' Korn
Maps:               DM-Quetza
Contact:            samro225am@yahoo.com

Name:               Dominique 'stfx' Grieshofer
Maps:               CTF-Arid-v5
Contact:            stfxmail@gmail.com
Webpage:            https://sites.google.com/site/dgrieshofer

Description
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The Sateca Research Vessel on the ground of the ocean should have been destroyed to hide away all clues of a telefrag incident down here. Liandri's experts somehow managed to infiltrate the team that was sent down to place the bombs and rescue this facility for the Tournament.

Author Notes - Dominique 'stfx' Grieshofer
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I was contracted by Cluex.org to improve and fix DM-Sateca by Samuel 'SamRo' Korn for them to use in competitive and paid tournaments. After one month, 200 hours of build time done solely by me and uncountable hours of play testing done by the top UT2004 players DM-Sateca-SE was finished. Cluex even hosted a Sateca-only "Captain of Sateca" cup just before the final release. I tried to keep the quality as high as possible during the whole process and improved all aspects of the map so that both competitive and casual players can enjoy it. However skilled players can truly do incredible stuff on this map. I would like to thank ShX, the owner of Cluex, as well as skAven, the one and only Mr. Captain of Sateca, for their extensive feedback and test sessions. We iterated over many ideas to improve gameplay which was a lot of fun. A shout out goes to all beta testers and cup attendees as well. Cheers guys, this would not have been possible without you! Released with kind permission from Samuel 'SamRo' Korn.

Changelog
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Changes of DM-Sateca-SE by Dominique 'stfx' Grieshofer:

Changed position of vials and health packs
Replaced one Minigun ammo pickup with a Link Gun ammo pickup near elevator to Shield
Removed one Lighting Gun ammo pickup near Super Shield
Added one Assault Rifle ammo near Link Gun
Added third entrance to Super Shield
Added fourth possible way to Shield
Added some more jump possibilities by modifying geometry and collisions
Added new lift static meshes which now supports moving Goo of the Bio Rifle too
Added more player spawns and moved some
Added triggered sounds on water puddles and the dodge ramp
Added metal surface sound for stairs and ramps
Added water entry splash sounds
Added zone naming
Added new emitters and improved/fixed old ones
Added fixed ambient sounds
Added environmental sound effect support (EAX)
Improved, fixed and redid lots of collisions (players no longer get stuck on some collisions, walljumps now everywhere possible, per pixel weapon fire collision, players now collide with static meshes)
Improved lighting, made it better illuminated and brighter, changed the colors and highlighted the shield areas
Improved visual distinctions to help not get lost
Improved visibility due to tweaked zone fog
Improved usability of teleporters by moving one, changing them into big portals and implementing own teleporter code
Improved performance
Improved and fixed lighting coronas
Improved and fixed bot pathing (smoother and faster, support for jumps and dodge jumps, being able to reach both shields and also the health packs in the water)
Improved position of static meshes and moved/removed/replaced some obstructing ones
Improved height of some ceilings
Improved shield base visuals
Improved visual clutter on low world detail settings
Improved and replaced a few textures/shaders
Improved amount of texture references
Fixed player velocity, rotation pitch, FPS drops and implemented relative destination position on using the teleporters by writing a custom teleporter actor
Fixed static mesh lighting issues by fixing the normals on the static meshes
Fixed misplaced/missing visuals and BSP which also resulted in an incorrect zone
Fixed alignment of many actors
Fixed culling of some static meshes and emitters
Fixed lift collision, wait time and sound
Fixed some texture compressions
Fixed texture alignments
Fixed skybox in shark area
Fixed blurry preview screens when using low world detail settings
Fixed reflection map showing a different map
Fixed countless other issues
Lots of other small changes
Not a single shark was harmed during the creation of this map


Incorporated changes from DM-Sateca-CE2 by Calum:

Fixed FPS drops
Lowered the level of water near Super Shield area
Fixed lift sounds
Fixed spawns


Incorporated changes from DM-Sateca-CE1 by mRd:

Removed ambient sounds
Added sounds to the lifts
Replaced KEG with Super Shield


Legal stuff
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This level is copyrighted by Samuel Korn 2006.
Authors may NOT use this level or its content as a base
to build additional levels, without the author's explicit 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.
