Name: Bramideon 
Author: Jeff "Lehm" Adams 
Version: 1.0
Compatibility: 04 
Description:

This facility was erected by the Palav Corperation on the planet Bramideon to test new contructions techniques. However the cost of the project spiraled out of control and it was taken over by the Liandri corperation. It has been a battleground in the tournament ever since. 

Comments: 
Original: This is my first Unreal 2k3/2k4 level. It was originally going to be a quick test on how level design worked. But I really got into it and decided to finish the level. This is the product of about 2 months of on and off work (Well I suppose it's more like 4 now.).  This level is designed to accomodate anywhere from 8-32 players. There are 5 nodes in the standard setup, but I have included four additional nodes for alternatives. This level features almost competely new static meshes. I suck at texturing, so there are no new textures. 

SE: This is an update to the original level.  After release I realized that there were several problems mostly involving gameplay that needed to be addressed.

Version ?? (Guess you could call this b7, but I just don't care anymore :) )
November 10, 2005 (Man did I take a break or what?)
- Less foliage.
- Too long ago to remember anything else.

SE Beta 6 Changes
April 28, 2005
- Moved the player starts in the bases, all are now near the core.
- Reduced foliage considerably.

SE Beta 5 Changes
April 16, 2005
- Added more pads to the bases.
- Added 2 more mantas to the bases.
- Moved the redeemers to different location, (put pads in and didn't want an easy node kill)
- Played with foliage a bit.
- Improvements to path nodes. Bots now properly attack cores and get superweapons.
- Moved player starts around a bit in the bases


SE Beta 4 Changes
April 3, 2005
- Added more ambient sound
- Improved Terrain
- Removed rain to improve framerate.

SE Beta 3 Changes
March 26, 2005
- More re-aligning textures
- Fixed some emitters
- Little bit of terrain painting.

SE Beta 2 Changes
February 13, 2005
- Began re-aligning textures on static meshes (not completed yet)
- Added jumppads to help walkers


SE Beta 1 Changes
January 26, 2005
- Fixed the bots not being able to use Raptors in the bases.
- Changed the default link setup and added one more.
- Altered lighting some
- Changed the base towers so you can no longer snipe the core from a long distance away.
- Added a few more scorpions
- Improved the bot pathing a little bit.  Bots rarely get stuck now.

August 11, 2004
1.0  Changes
- NONE

Known Bugs
- Bot's cannot use Raptors in bases for some reason (still).

August 6, 2004
Beta3  Changes.
- Minor Alterations to lighting
- Added/Moved Several Vehicles
- Small Tweeks to Static Meshes
- Improved blocking around parameter of level.
- Removed kill zone in the water.

Known Bugs
- Bot's cannot use Raptors in bases for some reason.

June 20, 2004
Beta 2 Changes.
- Improved Lighting
- Added HoverPathNodes for bots.
- Elevators in the center structure now come to the top when you approach them.
- Added more static meshes to the terrain.
- Smoothed out a few rough spots on the terrain.
- Fixed an anti-portal error.
- Fixed getting stuck on a static mesh in the team bases.
- Added two jump pads to the team bases.



 
