DM-Liandri - FINAL version: 


Deathmatch map for Unreal Tournament 3

Based on the good old DM-Liandri


----------------------------
General Info
----------------------------

Title: DM-Liandri

Filename: Liandri.zip

Recommended Player Count: 2 - 16 Players

Recommended Gameplay Types: Deathmatch/ Team Deathmatch

eMail Address: stratoos@hotmail.com

BETA 1 Release Date: December 30, 2007
BETA 2 Release Date: January 05, 2008
BETA 3 Release Date: January 10, 2008
BETA 4 Release Date: January 11, 2008
BETA 5 Release Date: January 13, 2008
BETA 6 Release Date: January 14, 2008
BETA 7 Release Date: January 18, 2008
FINAL VERSION Rlease Date: January 24, 2008

Version: FINAL

Credits:

Me (Samuel Mendez) (aka Ignotium @Epic Boards) (aka StraTooS @Beyond Unreal Boards)

Allan 'Talisman' Willard for the original map for Unreal Tournament 


==================================================================================

----------------------------
CHANGES SINCE BETA 7.0
----------------------------
-Incresed UDamage section to allow more movement and reachability
-Fixed random issues
-Added a couple ambience sounds

----------------------------
CHANGES SINCE BETA 6.0
----------------------------
-Disabled the Kismet array scrpit for the redeemer/monitors
-Fixed some collision issues
-Followed some advices
-Fixed/Scaled up the Damage Amp area

----------------------------
CHANGES SINCE BETA 5.0
----------------------------
-Addressed even more collision issues (sigh)
-Changed the preview picture for good
-Added little Kismet vudu
-Floor texture is back!
-Added a couple post process effects

----------------------------
CHANGES SINCE BETA 4.0
----------------------------
-The texturing from the center hall was changed cause it felt too industrial/old/corrosion and i wanted a more "techy" liandri feeling (hope you like it, cause i do)
-Third Floor moved down like 96UU
-Wich cause the Elevator's second floor to also move down to the center between the level's third and second floor
-Elevators walls changed
-Roof lowered a bit
-Adding some monitors (deco)
-Retouched lighting (again???)
-Adding a couple PostProcess volumes for ambience
-Some collision fixes
And that's pretty much all

----------------------------
CHANGES SINCE BETA 3.0
----------------------------
-Elevator/Lift completely Fixed, now works flawlessly and it makes suns and stuff too!!
-The Shock/Shock Ammo jump thing is now possible
-Flak room has been COMPLETELY covered with blocking volumes, so if you get stuck is not because of meshes, cause ALL are set to block weapons only
-The sniper platform has been lowered so that the HammerJump would work
-Added fog (yay)
-Lighting retouched
-Map Preview screenshot changed(topic too)
-Added some more blocking volumes
-The trims in the UDamage ledge have no collision, so you wont hit your head and bounce off while doing a HammerJump to get there. And the deco meshes are behind a blocking volume so that they wont block you. Also the roof meshes were moved so that players were allowed to dodge away from the ledge fluidly and unstopped

Regarding the curved stairs. Dodging in stairs is complicated across ALL maps that have BSP stairs, cause i've tested that thing out in various maps and though it's possible, it's not as easy as it was in Unreal Tournament.

----------------------------
CHANGES SINCE BETA 2.0
----------------------------
-Fixed tons of collision problems
-Added tons of custom blocking volumes to ensure better gameflow
-Main room scaled down a bit to make it more cozy and UT like
-Enhanced Decoration
-Paths fixed (ie. lift pathing)
-Added a music arrangement (yay )
-Ugly ass old teleports replaced for some prettier ones
-L A V A

----------------------------
CHANGES SINCE BETA 1.0
----------------------------
-The distance from the platform that holds the shock rifle to the cycle path (for the shield teleport and bio rifle) has been tweaked so that is unreachable with dodges or dual jumps (AFAIC)
-Flak/Armor Room scaled down a bit so that it would feel more cozy
-Especial volumes added to such zones to make it a LOT more Flak-Friendly
-Fixed the Magic Hole at the near exit of the teleporter/link place
-Jump boots removed to avoid retarded feedback
-Perpendicular corridor completely redesigned and redecorated
-Decoration and lighting enhanced for both corridors (minigun/redeemer)
-Added the cave for the redeemer room (Lava Missing)
-Floors moved to make them closer to originals
-Fixed curved stairs movement problems
-Decoration and lighting enhanced for curved stairs/UDamage(Damage Amp) section
-Especial Blocking Volumes added in some places to avoid stuckage
-The thing that it tried to load from the old package is gone now, so online playability should be fine
-Desaturation values from Post Processing Effects removed
-General lighting enhanced
-General decoration enhanced


--------------
Author's Notes
--------------
A huge thanks to the Epic guys for releasing SUCH A FANTASTIC GAME, all this AMAZING TOOLS and all this AMAZING CONTENT.

A huge amount of Kudos to Allan Willard for making the ORIGINAL DM-Liandri back in the 99, cause is a fantastic map.

Thank to the people that's constantly helping others with countless tutorials and resources to make this world, a better world for UT.

====================================================================================

------------
Installation
------------
Unzip DM-Liandri.zip

Place all files in C:\Documents and Settings\<user>\My Documents\My Games\Unreal Tournament 

3\UTGame\Published\CookedPC\CustomMaps.


====================================================================================--------------

-----------------------
Copyright / Permissions
-----------------------
This level is copyright 2008, by Samuel 'Ignotium' Mendez and Alan 'Talisman' Willard/EPIC Original/Layout/Idea/Concept

Authors MAY NOT use this level as a base to build additional levels without my explicit permission.

ANY bug fixes, fixes, changes and tweaks will happen by me and me only. No person, (server/site/league) admin, 3rd party mapper or player is allowed to bring out a modified version of this map without my 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.
(thanks Hourences for demo Readme on legal stuff/copytights)




Samuel Mendez - January 2008¬¬