	INSTALLATION

Unzip the following files to your Unreal Tournament 3 "My Games" directory on your C:\ Drive.
The path should look similar to this:
C:\Users\YourName\Documents\My Games\Unreal Tournament 3\UTGame\Published\CookedPC\CustomMaps

DM_Bagger_SE.ini
DM_Bagger_SE.ut3
DM_Bagger_SE_LOC_int.upk

Beware, the important thing is to put it in "Published" and not "Unpublished" in the event you do not see a sub-directory the path above contains, create it manually in Windows Explorer.

Also note that if your have installed Unreal Tournament 3 on another partition that you still need to put these in your "My Games" directory in order for the game to recognise the map!

	MAP DETAILS

Map Name: 			DM-Bagger_SE
Version:				Second Edition
Author:				Kevin De Smet
Author Contact:			kevindesmet@yahoo.com
Changes To Version:		Better game-play, sounds, aesthetics, file-size and performance
Gametypes:			Deathmatch, Duel & Team Deathmatch
Platform: 				PC (Retail through Patch v2.1)
Recommended Playercount: 		8-12

	MAP DESCRIPTION

DM-Bagger was born out of the Interlopers forums, which is a Valve mapping community, when somebody suggested this behemoth of a machine (the bucketwheel excavator) as a map.

I started and scrapped a HL2DM map based on the concept, but when I saw UT3, I knew that was the game for it. And how - I only found out when I was already 50% on the development of Bagger that Epic did a similar bucketwheel excavator for WAR-PowerSurge!

I just want to emphasize I did not steal their idea or map, it's a different game-type and it's a different layout. It is entirely unique.

Inspiration was drawn from the Bagger 288 currently mining in Tagebau Garzweiler, Germany.

I submitted this map for Phase 1 but alas did not win anything nor receive an honorable mention, I hope through this Second Edition I can grab a spot on the winners list of Phase 3. I really honed and refined this map on just about every area a map can be honed. Here's a comprehensive list:

1)	Improved post-processing
2)	Addition and removal of pick-ups for better map-flow
3)	Optimized bot pathing by subscribing unattainable paths the bots would try to take
4)	Optimized terrain tessellation, quite a bit cheaper to render now
5)	Pushed the fog back another 1000 units, doesn’t overwhelm visually quite so much
6)	Decreased the volume of the ambient wind
7)	Fixed the conveyor belt making players invulnerable
8)	Decreased the damage of the lava from 7hp/sec to 4hp/sec
9)	Made the caterpillar threads very easy to mount and dismount, no tricky jumping required!
10)	Deleted barely used materials and meshes to optimize memory usage
11)	Replaced most of the generic green looking texture on the bottom of walkways
12)	Lowered back arm platform so-that a single jump gets you up from the walkways
13)	Clipped off the spaces between the back arm platform so you can no longer fall through
14)	Added big electrical mast props, carrying electricity to the machine from the distance
15)	Added more lava blobs in the distant terrain
16)	Painted a second texture on the terrain, the hill actually seems excavated now
17)	Improved flak cannon staircases
18)	Added a second redeemer so both the front and back arms have one
19)	Put more railing strutwork out-of-whack for immersion
20)	Made many brushes semi-solid so they no longer cut up the BSP tree if the don't need to
21)	Removed collision from several static meshes that were causing some players hang-ups
22)	Removed heat-haze effect, it looked cool in the distance but made the machine look like jello
23)	Working map stingers
24)	Bucketwheel ‘o Powerups has been fixed!!!

	MISC.

I tried to make a UT3 map that's a little different and not so dark, the extra polish with this Second Edition really goes that extra mile - wish me luck for Phase 3 Best DM/CTF Category and most of all HAVE FUN and host it on a server for others to frag with!

Cheers,
Kevin De Smet a.k.a. Kev_Boy
kevindesmet@yahoo.com


	Designing maps since 2005