Map Title: VCTF-RT-TrainCrossing
Map File Names: VCTF-RT-TrainCrossingV2 and VCTF-RT-TrainCrossingV2-Night
Version: Version 2
Author: UnShame
Release Date: 14.09.15

Homepage: http://rusut.ru/
Forum Thread: http://forums.epicgames.com/threads/938197

Description:
 A small town divided by water.
 This is a large open map for 12-24 players. The middle part of the map is covered in water and you can cross it by jumping on top of passing by trains, taking a ride on the boat in ports, using the bridge, flying the cicada or manta, or just swimming.
 Other vehicles included are Hellbenders, EONS Scorpions that can boost and self-desturct and an Ion Tank at the middle that gives the team who takes it first a big advantage. There are a lot of powerups (DD, jump boots, pickup of invisibility, super-adrenaline) and also super weapons such as redeemer, ion painter and even nuclear strike painter, plus instagib rifle (in the regular version only). 

Comments:
The map is a remake of VCTF-TrainCrossing from UT3.
There are two versions of the map in the archive:
-Regular: low fps, pretty looks, two hidden places - version for offline play
-Night: good fps, different look, no hidden places - version for servers
In this version the map got an unexpected complete overhaul, see Changes for explanation.

RC1->Verion 2
There was supposed to be an RC2 version and then a Version 1 without much changes from RC1 but the Editor kept crashing on me so instead I made some major changes to fix the issue and skipped Version 1 entirely.
Here's what I did:
  -Scaled the map down to a 3/4 of what it was before. Plays much faster now and doesn't crash the Editor anymore, which helps me a lot.
  -Night version introduced instead of the Foggy version, changes on it see below
  -Fixed BSP holes
  -Added Radar that shows flag's position, the barge and the trains
  -Replaced Paladins with Hellbenders (paladins didn't fit the garage :)
  -Trains can now run players down (you take 25 damage for every time the game decides you got hit by it)
  -Fixed barge's floor collision
  -Barge now moves faster
  -Trains now move (relativly) slower
  -Blue bots now use their Cicada
  -Reduced the amount of static meshes in some pathways
  -Changed some static meshes and geometry
  -Fixed some misplaced static meshes
  Night version changes:
  -Optimized for online play (no secret places, good performance)
  -Different lighting, fog, skybox and water
  -Lighting details (self illumination on lamps, burning barrels, blinking hotel sign, coronas etc.)
  -No forcefield around the map (blocking volumes are still there)
  -No blocking volume in the sky (it only affected players and redeemer warheads before if anyone is wondering)
  -Music from UT99 (Seeker)

Beta3->RC1
  -Flag building is now completely unaccessible by vehicles, added visual signs 
  -Improved bot paths - defense positions, assault paths, jump spots, water paths
  -Teleporters to the top of lighthouse were moved to the lighthouse itself
  -Added super adrenaline pickup where teleports were previously
  -The gates at the ports were removed
  -Replaced Scorpions with EONS Scorpions
  -Replaced SPMA with Ion Tank
  -Added two secrets (not in foggy version). Can you find them?
  -Added forcefields and improved the positioning of blocking volumes around the map
  -Improved the sea border of the map - added byuos and it now blends more seaminglesly with the skybox
  -Textures in the tunnels now fade to black
  -Added music from UT3 (Mechanism Eight)
  -Added some ambient sounds
  -Mine layer now respawns like Redeemer and ammo for it is very hard to find
  -Fixes in mesh placement and texture alignment
  -Other bugfixes

[U]Beta2->Beta3[/U]
  -Added terrain
  -Changed skybox, water and waterfall textures
  -Decreased the amount of fog
  -Added lighthouse in the middle. There are DD and Invisibility pickups up on it, how to get to them is up to you.
  -Redone blue spawn point
  -Changed some static meshes and textures
  -Fixed lighting on static meshes
  -Tweaked placement of some pickups and other objects
  -Nerfed jump boots
  -Fixed\changed\added\removed some minor stuff
  -Bots act less stupid in vehicles

Beta1->Beta2
  -Optimization. Lots of it. Aligned all brushes, applied proper zoning, added anti-portals and cull distances
  -Some misplaced meshes were fixed
  -Custom vehicles are removed, instead of them I added the boat from the original map
  -More decorations
  -More pickups
  -Jump boots updated
  -Fluid surface replaced with a sheet
  -Added notifications when trains\boat arriving\leaving

Alpha->Beta1
  First complete version of the map

Alpha
  First Release
 
Known Bugs:
 -In the regular version FPS can go down very low.
 -Bots don't use trains\boat, don't know what to do with jump boots and don't go for super-weapons.
 -Trains and boat are a little bit laggy when playing online.
 -Nuclear Strike Launcher can whiff or summon the bomber close to surface when pointed at some places.

Credits:
  Epic Games
  Nathaniel Rossol (_N_) - original map
  Jeffrey - VCTF-Suspense port
  Sanch3z - ONS-Downtown port
  D. 'Crusha K. Rool' I. - ONS-Downtown port, Ultimate Radar Overlay
  MDK1311, AngelHeart, Ryan Pendleton, Blue Moon Rising mod authors - static meshes
  meowcat - meshes from UT3 (and maxdamage for sending me the train mesh)
  Rasiel - RT logos
  Wormbo - Jump Boots pickup
  Eliot - LevelConfigManager
  Aberiu - skybox & water
  Wail of Suicide - EONS Scorpion
  GP - code samples
  Authors of: pickup of invisibility, nuclear strike painter
  People who taught me how to do things right:
  GP, Crusha K. Rool, Heimdallr, meowcat, jefe, LIPRampage, Wormbo, Darkn3ss is QnL, GreatEmerald, Aberiu, spooky
  Everybody else who helped me with making and testing the map:
  Rasiel, XCanG, volfgunus, Psymon, SAV, Antill, Felix

Software used:
 Unreal Editor (UT2004 & UT3)
 3DS MAX
 Paint.Net
 UModel
 UnrealDeps
 Vegas Pro
 AIMP3
 UT2k4 Message Colourizer