CTF-Kokki

A Level for UT3

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General Info
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Title: CTF-Kokki

Filename: CTF-Kokki.zip

Author: Mark 'Gonk' Fanucci

eMail Address: mfanucci@gmail.com

Release Date: 2/11/08

Version: Final (Release)

Credits:

Epic for UT3 and UED (obviously), as well as inspiration for the theme.
Entil'Zha (from the Epic forums) for rigging up the Kismet script for the Keg spawns! Thanks! :)
Beta testers for beta testing and yelling at me to fix things.
The forums at BeyondUnreal and epicgames.com for providing information on this or that.
Hourences for a lot of his tutorials, etc.
AnubanUT2 from the Epic forums for working with the PS3 version, which I lack. Thanks for the help!

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General Gameplay Tips
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- The Shock Rifle is amazingly powerful in the right hands on this map. You can easily toss someone to their death!
- There are many excellent Sniper Rifle vantage points in the map. It is large and open. The central building makes a great nest.
- The Shield Belt is on the bottom floor of the central building, and fairly easy to grab on your way back to your base with the flag.
- The Keg O' Health is off on its own seperate rock island, which you can only reach by using your translocator. When you hear a gong sound, you'll know that it has spawned. The dragon statues on the proper island will spew flames when the Keg is spawned there!
- The Keg O' Health alternates. It will never be up in both places at once. When you grab it on one island, it will next spawn on the OTHER island. The Fire-belching dragons are key!

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Version History
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Beta 1: Initial release.

Beta 2:
	- Tweaked Depth of Field and Bloom settings to be a bit less crazy. (It's still a pretty bright level, though.)
	- Added new, translocator-only paths between the bases.
	- Two scripted, alternating Keg O' Health spawns added. (Thanks to Entil'Zha for this!)
	- Redeemer removed.
	- Refined some bot pathing (but they're still being stupid).
	- Changed some weapon spawns. No more hitscan spam at will in the bases.
	- Ambient Sound additions.
	- Emitter changes/additions.
	- Blocking volume additions (no, you can't translocate onto the roof of the enemy base and camp!)
	- BSP cleanup
	- Some more detail work added
	- The lower fog no longer causes aliasing weirdness when viewed with something in the foreground.

Beta 3:
	- Rebuilt portions of the central building for better occlusion culling, should result in a somewhat more consistent framerate, though it is still pretty heavy in terms of poly load.
	- Additional detail work added.
	- Minor lighting changes.
	- Trees no longer block weapon projectiles, nor do they directly block the player. (There are BlockingVolumes present around them to ensure you can't walk through them, however.) This was done to alleviate the bot translocator issues.
	- Minor gaps between meshes fixed.
	- Blocking Volumes added/tweaked to be less of an intrusion.

Beta 4:
	- Occlusion work (central building especially) done. Doors, vis blocking things, etc.
	- CullDistanceVolume added, there will be some popping in with meshes, but not enough to be noticeable.
	- ReverbVolumes in places.
	- Bot pathing refinements.
	- Level preview screenshot updated.
	- Performance increased a bit. (Still chugs in spots, but I can't really change much more now.)

Final:
	- Small amount of additional detail work.
	- Bot pathing refinements.
	- Weapon spawn changes: 
		- Rocket Launcher/Flak moved outside the bases.
		- Sniper Rifle moved to second floor of bases.
		- Link Gun moved inside bases, on ground floor.
		- Stinger Minigun moved to second floor of bases.
	- The chokepoint doors leading into and out of the flag area of each base are now somewhat less cramped, making it a little easier to get out with the flag, and a little harder to defend.
	- Fire Emitters now clearly designate where the Keg O' Health is currently spawned. You can see tell where it is at a glance now!
	- Minor lighting changes
	- Added some more ammunition to the exterior mid-level path around the outside of the central building. It felt like there wasn't enough of a reason to go that way. :)
	- Added a few more team-colored arrow indicators (but not too many) to alleviate any confusion about where you're headed.

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Author's Notes
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This is my first level for UT3. I haven't released a level for any Unreal game since ONS-Flurry for UT2k4, so it's been a while.

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Installation
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Unzip CTF-Kokki-beta4.zip

Move all files into C:\Documents and Settings\<YOURNAME>\My Documents\My Games\Unreal Tournament 3\UTGame\Published\CookedPC\CustomMaps

If the directory does not exist, create it manually.

Select the level in a multiplayer/instant action game, and play!




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Copyright / Permissions
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This level is copyright 2008, by Mark Fanucci.

Authors MAY NOT use this level as a base to build additional levels without explicit permission from the original author.

ANY bug fixes, fixes, changes, and tweaks may only be implemented by the author. No other person or party is allowed to release a modified version of this map without the author's permission.

You MAY NOT charge any money for this map or any of its embedded content.

You MAY distribute this level through any electronic media (internet (web/ftp), FIDO, local BBS, Magazine coverdisk etc.), provided you include this file.

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

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