--------------------------------------------------------------
 DM-CTC-DeadlyWorship
 by Rob 'FraGnBraG' Burns  
 ReadMe File for Unreal Tournament 
 Release Date: Nov 26, 2004  
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TITLE: 		DM-CTC-DeadlyWorship 
Filename: 	DM-CTC-DeadlyWorship.zip
Version: 	Version 1.00 FINAL
Player load: 	4 - 8 Players 
Last Update: 	Nov 26, 2004  
Author: 	Rob 'FraGnBraG' Burns 

eMail Address: fragnbrag@rogers.com 

Author's Homepage: FraGnBraG Level Design 
http://members.rogers.com/fragnbrag 

--------------------------------------------------------------
 STORY:			
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...a tale for the telling :)


Long ago, in medieval times, twin sons were born to a strong but 
kindly king. These boys were the pride of their kingdom, and as 
princes, each had their own loving and loyal following. As the 
princes grew into young men, they began to compete for their 
fathers favor, after all, only one of them could eventually be 
king. Always trying to out-do the other no matter what the occasion, 
neither lad was willing to back down on any matter or challenge. 

At first the King thought this competitiveness was a good thing. 
A more worthy ruler would emerge in the end, or so he thought. 
But as time passed, and the boys became men, neither showed any 
sign of weakness and so the kingdom began to itself become 
divided. 

As the king became old and frail, his sons conflict 
became a struggle for power and control, and his kingdom was 
beginning to fall into chaos and disarray. Knowing he would soon 
have to choose only one son as heir, became he deeply disturbed, 
for he could not decide. 

One day the king, no old, fell severely ill. Near death, and 
desperate or peace the old king imposed a bond upon his sons to 
make amends and rule the kingdom together, for the good of the 
people. 

Realizing the king would soon be dead, the two brothers agreed 
between themselves to appease their father and wait him out. 
They would settle their differences once and for all after he was 
gone. The two princes appeared to all to be at peace and united. 
But deep within their hearts, there burned hatred of one-another.

Slowly, the king recovered from his illness, but was now a very  
weakened man, easily swayed by the wills of his sons. While he
remained king, they now ruled and defended their lands.

The royal castle had been built ages ago high upon a mountain top, 
a long dead volcano. A magnificent fortress, symbolizing the might 
and prosperity of the kingdom, had never fallen in war. Trouble 
in neighboring lands sent each prince to lead the armies into 
war and on crusades against the kingdoms enemies. The two brothers 
became strong and mighty warriors.  

One day, as it happened, the volcano awakened with sudden, 
unexpected fury! Molten lava bubbled and oozed up out of the mountain 
top - collapsed the peak, and violently crushing and consuming most 
of the castle. Sadly, along with most of the castle, the king himself 
had perished. 

As fate would have it, the two princes were away on crusades, and 
thus escaped certain death. On learning of the terrible news, both 
men returned home - believing it was divine intervention that they 
were spared such a gruesome death. 

In the wake of the disaster, and with their father now gone, the 
order of the king no longer bound them together. They knew that 
only one of them could rule, and decided that as the gods had acted 
to spare them death, the gods would determine who would rule. 

The only way it could work, they reasoned, was for one of them to 
die. As warriors, they agreed to would battle to the death in a  
holy arena. The victor, by the will of the gods, would be king. 

While they waited for this judgment day, they would pray to the 
gods and each plead their case. So with the volcano again quiet, 
they built a holy cathedral on the mountain peak where the royal 
castle had once been. Between the remains of the old castle, and 
the new Cathedral, they built the arena in which they would wage 
their divine struggle. 

Again, cruel fate would play its dark hand, and neither prince was 
destined to become king... When the appointed time came, they began
their heroic challenge. In the brutal heat of battle, neither man 
yet winning, the gods spoke decisively again! The ground quaked 
and rumbled, shaking and tossing both warriors around helplessly.
As quickly as the quake had begun, it ended - both men burned to 
ashes in the lava pits beneath the arena where they fell, and ending 
forever their vain struggle for power and the throne... 

With destiny stolen from them, by their gods or otherwise, it is 
believed by some that their divine struggle continues today. The 
condemned souls of two brothers, consumed by hatred and deadly 
worship. Damned for all time, forever locked into a struggle to 
the death in this, one of purgatory's arenas...


Today, in modern times, this legendary arena of death still stands - 
a monument to the struggle of two brothers in a dark age...
 
Liandri, so captivated by history, spared no expense in
acquiring the arena site for use in the Unreal Tournament.



FraGnBraG
Nov 2004.

 


--------------------------------------------------------------
 DETAILS:			
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DM-CTC-DeadlyWorship is my contribution to the CTC map-pack Vol.2

The pack contains several different maps of all UT gametypes, 
The pack will initially available from UnrealPlayground, during 
early December 2004. 

This map is a development of the map DM-FNB-DeadlyWorshipLP,  
which was designed and built during the ThunderStrike 400 poly 
mapping contest held at Unreal Playground during Aug-Sep 2004. 
The basic idea of the contest was to build a map of any gametype 
and theme that would be judged by ThunderStrike, simply restrict 
all scenes to no more than 400 polys. The results of the contest
would provide several new maps that would run well for folks 
still using older computers. 

Well, I put a fair bit of work into the map but in the end 
my map got "BUSTED" LOL =P I went over the 400 poly limit 
in at least two spots....The top three winners were Paranoid, 
HortonsWho and Nix. To be fair, though, I think I did pretty 
good because my map was pretty ambitious compared to most of 
the others in the contest and i _almost_ pulled it off. Now 
with the contest out of the way my focus was to finish it 
off proper, and take more time with it to make it more complete.
While there were a great deal of things I could have added into 
the map detail wise, i did not because there's enough there 
as it is and more stuff would worsen the performance for sure.
(And cause HOMS =P I guess i'm basically satisfied with the 
results.  

Note that the map released to the contest "DM-FNB-DeadlyWorshipLP" 
is not an official FraGnBraG release, it was rushed out at the 
last minute for the contest and is not a completed work. If you 
have that contest map you should delete it and replace it with 
THIS map. "DM-CTC-DeadlyWorship" is much much better :)

--------------------------------------------------------------
 Author's Notes 
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The original original contest map was a "1 vs 1" duel map, 
for 2-4 players, featuring basically just the track. The castle 
and romanesque cathedral buildings were simply added as decorative 
props, inaccessible to players due to large ICH (invisible) 
blocking walls. 

For this eventual second version of the map i added the upper 
area, and opened up the outer areas (the areas in front of the 
buildings) to players to allow some transit/interaction  with 
the upper areas.  There are a few spots (scenes) in this 
post-Thunderstrike map where polys jump up into the 500's which 
will lag lesser machines, Since these spots don't affect my P4 
machine at all, I will leave them as is... :)

 PLAYER LOAD:

I recommend matches with 4-8 bots, set to masterful or better. 
Relics also work in the map, but the results are sometimes 
unpredictable. For example, reGen can put you on top of the 
castle or catedral where you're not intended to ever be, LOL!!
That is one place where you'll LAG out your PC... so just 
climb on back down their boy, k ? 

Ok, you want to call it a design flaw, go ahead. I don't really
care :P the out of reach areas have been bot-pathed but the 
intention with that is for freeing the occational bot who may 
get stranded because he somehow survived a redeemer or skull 
blast, or reGen'ed up there. You want to boot or hammer all 
over the map then that's up to you - you've been warned...!

Generally, the map runs well on my P4-1.8ghz/ GF-3/64, with 8 
godlike bots the game average is usually between 50-65 FPS 
(of 100 FPS available) running UT @ 1024x768 D3D. 

The map runs "ok" on my P3-1ghz + GF2/64, averaging 40-50 FPS 
with 8 godlike bots @ 800x600 OpenGL. 


Anyhoo - I hope you find it a fun and interesting map to frag in :)

Cheers

--------------------------------------------------------------
 CREDITS: 
--------------------------------------------------------------
Firstly, special thanks goes to Thunderstrike for holding the 
400-poly challenge contest at Unreal Playground, Aug-Sep 2004. 
Kinda goes without saying, but if it weren't for the TS contest 
there would be no Deadly Worship map.


I would like to thank all the people who looked at the beta maps 
in both the TS Contest development period, and especially those 
who helped with the beta2 testing. The feedback was helpful
and appreciated -- i think it is a better map for the efforts.
(In no particular order) COBRA, HortonsWho, Professor, 
L.J.Paranoid, IronBlayde, and Homeslice, and all the others who 
commented. Sorry if I failed to mention anyone...


Script: FireFly.  
Author: Steve Nabors (www.planetunreal.com/slick)
slickwilly@planetunreal.com

Journey.umx - from 'Return to NaPali' 
Music by Alex Brandon

--------------------------------------------------------------
 Play Information 
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Game: Unreal Tournament 
Level Name: 
Game Type: UTDM
Botmatch: Yes 
Single Player: No 
Teamplay: No 
Difficulty Settings: Only For Bots 
New Textures: No 
New Sounds: No 
New Music: yes << see files >> 
Mods: << see mods >>
Mutators: No 

--------------------------------------------------------------
 Inventory 
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-----------------------------------
Weapons, Armor and PowerUps: 
-----------------------------------

2 rl		*** i like rockets ;) 	
2 shock		*** shock is less effective due the map size 
1 pulse
1 bio
1 sniper
1 flak
1 ripper
1 mini
1 redeemer

1 UDamage
2 armor vest
1 sheild belt
1 keg
2 thigh pads

- ammo for 8 players 
- health and viles for 8 players 

<< NO invisibility >>

--------------------------------------------------------------
 Construction 
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Base: Original Map  

Build Time: approx 60-70 hours total.

Editor(s) Used: UnrealEd2, PaintShopPro7


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 Mods 
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FireFly - Steve Nabors aka Slick_Willy or Oh_yeah!
(http://www.planetunreal.com/slick/v2_custom_scripts.htm)
Please read the FireFLy readme included in the package.

--------------------------------------------------------------
 Installation 
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Unzip the .zip file and place the files into your Unreal Tournament  
directory folders as listed below. You can start the map by either 
doubleclicking on it in Windows explorer, or type 'open <<mapname>>' 
in the UT console, or select the Map in a Botmatch or an Internet 
game. 

*.unr files go in Maps/ 
*.utx files go in Textures/ 
*.umx files go in Music/ 
*.uax files go in Sounds/ 
*.u and *.int files go in System/ 

--------------------------------------------------------------
 Additional files: 
--------------------------------------------------------------
Journey.umx -- a nice piece of music by Alex from the Unreal 
mission pack "Return to NaPali". It seemed suitable for this 
map, in my mind.

--------------------------------------------------------------
 Known Bugs:  
--------------------------------------------------------------

If you find something really bad bad wrong, or have useful comments 
please send to me via email: fragnbrag@rogers.com 
- or - 
you can post comments in the map release-related threads at 
Unreal Playground, Nali City, or MapRaider. Thanks. 

This map has some rendering flaws - I am very well aware of them.
On some systems, occasional small graphics glitches or a brushes
in the peripheral (edge) may flick on or off. I have experimented 
with known techniques to deal with _that_ and arrived at a 
compromize aimed at preserving enough performance. The simple fact 
is the map contains an overly large number of curved surfaces, and 
the resulting node count is high for UT (something like 2.6:1 for 
this map.) oh well...

I am going to leave these minor bugs alone and release the map as 
is because the flaws are minor and not show-stoppers. They are not 
really noticable most of the time (well, for me anyways) and adjusting 
and rebuilding the BSP in this map is extremely problematic at this 
point in time.  

If i _have_ missed something really bad and ugly though, i'd like 
to know :) Please contact me and i'll see about fixing the bug.

--------------------------------------------------------------
 Other Levels By Author: 
--------------------------------------------------------------
UT99 releases: 
DM-FNB-RingOfStones	- Ancient - Alien world temple arena
CTF-FNB-SpaceJunk	- Tech - Huge orbital space com platform
CTF-FNB-Rusty		- Industrial - Big, gritty, rusty, wet, deadly
CTF-FNB-Rusty][		- Industrial - Improved version of "Rusty"
DM-FNB-BarrelOfFun	- Industrial - mechanized unreal FUN!
CTF-FNB-SpacePods	- Tech - starship CTF 

UT2004 releases:
DM-1on1-Q2SuddenDeath	- Tech/Industrial - fave old Q2 duelin' map 

I have many "work-in-progress" UT maps, which I work on whenever 
the mood hits - sometimes one of these even gets released, LOL! 

Further info FraGnBraG UT maps is available at 
http://members.rogers.com/fragnbrag

All released FraGnBraG maps are available from 
Unreal Playground, NaliCity, and MapRaider. 

--------------------------------------------------------------
 Copyright / Permissions 
--------------------------------------------------------------

===============================================================
This level is copyright by Rob 'FraGnBraG' Burns 2002/2003/2004. 

Authors may NOT use this level as a base to build additional 
levels without EXPLICIT PERMISSION from the Author (me :) 
===============================================================
You are NOT allowed to commercially exploit this level, i.e. put 
it on a CD or any other electronic medium that is sold for money 
without my explicit permission! 
You MAY NOT distribute this level through any electronic network 
(internet (web/ftp), FIDO, local BBS etc.), provided you include 
this file and leave the archive intact. 

UNREAL (c)1998 Epic Megagames, Inc. All Rights Reserved. 
Distributed by GT Interactive Software, Inc. under license. 
UNREAL and the UNREAL logo are registered trademarks of 
Epic Megagames, Inc. 
All other trademarks and trade names are properties of their 
respective owners. UNREAL TOURNAMENT (c)1999 Epic Megagames, Inc. 
All Rights Reserved. 
Distributed by GT Interactive Software, Inc. under license. 
UNREAL TOURNAMENT and the UNREAL TOURNAMENT logo are registered 
trademarks of Epic Megagames, Inc. All other trademarks and trade 
names are properties of their respective owners. 

This ReadMe is BASED ON THE Template generated by UTReadMeTemplate.cgi 
created by FuzzBuster{G3} for NaliCity. 

--------------------------------------------------------------
FraGnBraG
Nov 26, 2004


EOF