							DM-Sulphur_Beta - Read Me


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Legal Stuff

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Unreal Tournament 3 is copyright of Epic Games.

Epic Games, Ed Duke-Cox and David Spalinski are recognised as the author of the original map, DM-Sulphur.

G. N. "Snorkelbottom" Singleton and Epic Games are recognised as the authors of this map, DM-Sulphur, and the contents herein, respectively. 

This Map and its contents are copyright 2010, G. N. "Snorkelbottom" Singleton and Epic Games.

Authors MAY NOT use this map or the contents contained herein as a base to build additional levels without explicit permission from the original author(s).

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

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

You MAY distribute this map and the contents contained herein 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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Installation

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You MUST own a legal copy of Unreal Tournament 3 for the PC, updated to Patch 2.1, to play this map.

Unzip the zip archive "DM-Sulphur_Beta.zip" to your desktop.

The contents of "DM-Sulphur_Beta.zip" are:
	DM-Sulphur.ut3,,,,,,............................Map File
	DM-Sulphur.ini..................................Settings File
	DM-Sulphur......................................Localisation File
	DM-Sulphur_Beta_Readme.txt......................This File
	& 3 Screenshots.

Extract the first three files from this archive as listed above and place them into the following directory - My Documents\My Games\Unreal Tournament 3\UTGame\Published\CookedPC\CustomMaps. 

To play this map simply run Unreal Tournament 3 and select "Sulphur" in a multiplayer and/or instant action Duel, Deathmatch or Team Deathmatch game.


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Hello There

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Let me introduce myself and my brief history so far in making maps for UT3. I am Snorkelbottom, the fragging elf (real, boring name - G. N. Singleton). I have been a fan of the Unreal series since it first appeared back in 1998, but it wasn't until the release of Unreal Tournament 3: Collectors Edition, that I was actually able to use the editor. After perusing the awesome 3D Buzz video tutorials and researching the do's and don'ts of map design on the net I was finally ready to make my first map for Unreal Tournament 3.


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Preparation

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With Unreal Tournament 3 Epic Games wanted the franchise to return to its roots, with heavier gravity, beefier weapons and grittier graphics. Epics Games also wanted Unreal Tournament 3 to have a much more cohesive art style, with much more continuity between levels, so that the levels appeared to exist within the same universe. Therefore I took a professional approach and painstakingly studied Unreal Tournament 3 stock maps such as Diesel to ensure that my map, DM-Sulphur, fitted in with Epic Games' vision for Unreal Tournament 3 and so that it would sit seamlessly alongside the maps included within UT3. I felt that if I was going to make a UT3 map, I might as well do it properly. 


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Design Approach

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I have decided to remake a favourite map of mine from UT2004 - DM-Sulphur. For DM-Sulphur I wanted to faithfully remake the original, but due to performance reasons I have been unable to include the torrents of rain. I have, however, emphasized the new "gas mining" element of the map.


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DM-Sulphur.ut3

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"Axon, ever resourceful, have transformed the array of Weather Control Stations on Nexus-6 into mining platforms. Dominating the skyline, these rusting hulks refine the volatile gases that now cloak the moons endless oceans. Although the sulphuric acid rain no longer falls, the thick, poisonous atmosphere remains home to ever more violent lightning storms."


Gametypes - Duel, Deathmatch & Team Deathmatch
Recommended Player Count - 2 to 6
Map Size - Small/Medium
Main Visual Themes - HU
Music Track - 


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Initial Changes

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Aside from some geometeric changes, most of which should not be immediately noticable, I have made some minor changes to the map after comparing the original incarnation of the map, Sulphur.

1. The Adrenaline pickups have been substituted with Health Vials.

2. Originally the random UDamage/Keg O' Health/SuperShield wildcard base was going to be acheived through kismet. However I was unable to spawn the Shieldbelt to my satisfaction. After playing and analysing the map I have replaced the wildcard pickup with a standard Shieldbely pickup. 
I have done this because the UDamage is unnecessary due to the inclusion of the Redeemer, and the Keg O' Health is unecessary, having subsituted Health Vials for the Adrenaline pickups. Also, the Shieldbelt pickup compensates for the fact that the map has no armour pickups.

3. The rain has not been included, simply because frame rates suffered too greatly.

4. The blowing dust clouds from the original are not present when playing the map on low detail levels. However, 2 sets of clouds are visible on medium detail, and all five are visible on high detail levels.

5. The Jumppad spark emitter has been recreated from the original, using the original texture.

6. Meshes have been added, including a blowing flame chimney, to emphasize the maps new purpose as a gas mining platform.

7. Rocket Launcher & Sniper Rifle ammunition pickups have been added on each of the scaffold struts on the top deck of the map. Now all weapons have two ammunition pickups each.


With this map I have not made any drastic changes (except for change 2. mentioned above).


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Final Version Changes

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This is a comprehensive list of the changes that I have implemented to the map for the final release to address a few issues found in the Beta, as well as decorative elements to be added.

1. TO DO. A blue hazy horizon around the map, as in the original.

2. TO DO. Background platforms, as in the original.

3. TO DO. Lighting storms.

4. TO DO. Music Track, suggestions are welcome. 

5. TO DO. Collision amendment on Jumppad bases (noticed after cooked).

6. TO DO. Final elements (menu image, full ini file etc.)


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Music Track

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The original incarnation of the map, Sulphur (Unreal Tournament 2004), used the music track "KR-Sulphur". However, this music track does not appear in UT3, therefore this Incarnation of the map, Sulphur (UT3), uses the music track "".


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Final Word & Acknowledgements

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This map initially took only 1.5 weeks to bring to Beta. I started work on the map in January 2011, with the map completed before the end of the month.

If you haven't done so already, try out my map and have fun. I hope you enjoy playing this map as much as I enjoyed making it (well, I did... most of the time). If you do enjoy this map let me know on the Sulphur Beta or Snorkelbottom's DM Remakes thread on the UT forums at UTForums.EpicGames.com. Issues, improvements and suggestions to help bring this map to final are greatly appreciated and encouraged.


Last, but not least, special Thanks go out to...


The Guys at Epic Games (especially Ed Duke-Cox and David Spalinski) for making Unreal Tournament 3 and their work on the original map - Sulphur.

Everyone on the Epic Games forums, especially Bl!tz~, bn_avit, Shade Mistress, sneh, HugoMarques and Zunnie. Thanks to all for their help and support.

3DBuzz for their invaluable guidance and video tutorials.

UDN (especially Dave Ewing and Richard Nalezynski) for their guidance and advice.

Sjoerd "Hourences" De Jong for his guidance.

The guys at icecreamyou.com for their guidance.

The guys at fraghouse.beyondunreal.com. for their guidance.

James Perry for his playtesting and invaluable feedback.


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...Until next time...