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|**| Readme of DM - NRMC - Vakiton Factory for Unreal Tournament |**|
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*NOTE: For best results while viewing this readme, 'Word Wrap' MUST be enabled and your default font set to 'Consolas' at size '10'!*

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GENERAL INFORMATION
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Author:  Mitchell "[~]RUFX[~]RoninMastaFX" LeBlanc
Authors Email:  roninmastafx@gmail.com
Authors Website:  https://www.roninmastafx.ca
Start Date:  Saturday, October 16, 2021
Finish Date:  Wednesday, December 15, 2021
Update Date:  Friday, September 1, 2023
Level Filename:  DM-NRMC-VakitonFinalV2.unr | DM-NRMC-VakitonFinal469V2.unr | DM-NRMC-VakitonFinalNoOutsideV2.unr
Level Size:  40 MB | 41 MB | 15 MB
Status:  Absolute Final v2.0
Version:  v1.6.5


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LEVEL INFORMATION
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Level Name:  Vakiton Factory
Level Theme:  Clean-look (renovated) Liandri Corporation built, owned & operated Tarydium Factory
Gametype:  Deathmatch/Team Deathmatch
Bot/AI Compatible:  Yes
Team Game Compatible:  Yes
Botmatch/Offline Compatible:  Yes
Multiplayer/Online Compatible:  Yes
Difficulty:  Easy-to-Medium, there is a learning curve to mastering the map fully
Dependencies:  Vakibyss.umx
New Textures:  Yes
New Sounds:  No
New Music:  Yes
New Weapons:  No
New UnrealScript:  Yes
New Meshes:  Yes
Screenshots:  Yes


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PLAY INFORMATION
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Recommended Players:  4-10
Minimum Players:  4
Maximum Players:  12
Addons:  No
Music:  Vakibyss


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COMPATIBILITY INFORMATION
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Direct3D:  Yes
OpenGL:  Yes
XOpenGL:  Yes
SDL:  Untested
3DFX Glide:  Untested, likely won't work
S3 MeTaL:  Untested, likely won't work
Software Rendering:  Yes


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CONSTRUCTION
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Base:  None (from scratch, although DM-FoT-Adenora was an inspiration alongside other maps ;) )
Build Time:  2 months for the original, a few days for the Second Edition, 4 months on-and-off with the Final Edition v1.0 & 3 and a half months on-and-off with the Final Edition v2.0
Editors Used:  UnrealEd 2.0 (436), UnrealEd 2.2 (469b, 469c & 469d), The Gimp 2.4/2.6/2.10 & Adobe Photoshop 6/7/CS 2/4/5.5


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INSTALLATION
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Put DM-NRMC-VakitonFinalV2.unr, DM-NRMC-VakitonFinal469V2.unr & DM-NRMC-VakitonFinalNoOutsideV2.unr in the Maps folder
Put Vakibyss.umx in the Music folder
Put this file (DM-NRMC-VakitonFinal.txt) in the Help folder


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DESCRIPTION
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A former factory built and owned by Liandri Corporation that was renovated in 2289, specifically designed for The Grand Tournament, 3 years before consequencial murder was legalized. One of Xan's personal favourites for Team Deathmatch, many illegal tournaments happened in this converted factory in the early days. This arena is a formidable force to be reckoned with; move the wrong way, and your gibs will be smeared and ricocheted across the floor and angled walls.


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STORYLINE
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In February 2268, the Liandri Mining Corporation decided it needed another factory on Earth to process Tarydium and other minerals from outlying planets. Through a process of selection and by an agreement with the Swiss Government, they chose a site in a new subdivision within the suburbs of New Bern, Switzerland. Within 16 months, the factory was open for business. The factory was the state of the art, and regarding its minimalism and its retro early 21st Century style, it proved effective as it was cheap to process Tarydium from Na Pali and the other minerals from the outlying planets within the Milky Way. Soon after the riots of 2271 began, however, Liandri's miners built a wooden built robot which they called "Grandpa Van" as an in-joke, but Liandri soon caught them in their tracks, and they were terminated of their positions. However, Liandri soon realized that their miner-built Grandpa Van robot was a formidable option for them to help quell the riots, and so they reprogrammed Van and rebuilt his shell using hardened Oak wood. During this operation, the miners who were retaliating against Liandri took note of this, and held a plea-bargain to have illegal tournaments to help vent their frustration. Liandri soon agreed, and the rest as they say, is history. However, in 2288, the New Earth Government put in restrictions regarding processing Tarydium on Earth, thereby destroying any profit the factory made from thereon. Liandri immediately closed the factory, pissing off all the workers in the process who were forced to relocate to southern Germany to another factory owned by Izanagi Corporation. Liandri then spent 8 months converting the factory to an illegal deathmatch arena, and on January 12, 2289, the Vakiton Factory was reopened for business as a hybrid office & fighting arena. In 2291, when consequential murder was legalized, due to a clerical error, Liandri accidentally forgot to include the Vakiton Factory to its lineup of arenas to fight in and be watched by Neurovision. Now they are making up for lost profit, with the converted factory being included in a bonus tournament ring so spectators and watchers of Neurovision can watch the bloodshed ensue.


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HINTS AND TIPS
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HINTS:
* The Health Vials are located strategically across the map; make use of them and grab as many as you can quickly.
* Each room has a different weapon alongside 2 ammo packs that match the weapon. There are no random weapon ammo packs scattered across the map. Use your weapons wisely, but remember you're always nearby another weapon!
* You can set up camp in almost every skylight (the ceiling windows) by elevator jumping (in certain spots) or using the Jump Boots. If you use the Translocator, you can go to every skylight!
* There are two secret areas in the map; try and find them. ;) But be careful; one of the secret areas has a trap that is connected to two buttons (switches), and if either one gets tiggered...you're dead!

TIPS:
* Strike (and move) wisely and quickly to defeat your foes; do not stay in one place for too long.
* Audio cues tell the other players your location; when you grab an item, move away quickly to escape possible impending death.
* Don't be a cocky asshat that knows everything, cuz you don't! The map will always be the same, but each match is a different one, whether or not you're playing with the same group all the time or with different players.


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AUTHORS NOTES
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Whew, this map is finally done! A monster, a beast of burden! I enjoyed working on it every step of the way; the outside, the office spaces, and first & foremost, the actual arena itself! I hope you enjoy it as much as I enjoyed making and playing it! =)


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MAP NOTES
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* There are two versions of the map, the normal build for 400-451b and one for Patch 469 (and later). The sole difference between the 469 build and the normal build is the 469 build has realistic lighting and shadows outside, whereas the original version has ZoneLighting. This is because Patch 469 fixed the lighting issue regarding "too many lights in one area". I advise you to please do not run the 469 build with versions 400-451b, or else your computer will lock up (due to the engine bug, which is out of my control).
* This map does not have the Shock Rifle. If you like the Shock Rifle, either summon it manually anywhere in the map using the summon command (which is " summon BotPack.ShockRifle " for the regular Shock Rifle or " summon BotPack.SuperShockRifle "  for the Super Shock Rifle -- remember to log in as admin if playing an online match first!), or select the Shock Rifle Arena mutator.
* The cars outside that are "driving" on the road have no collision. This is a non-issue because you are blocked from going outside anyhow.
* During online gameplay, ammo and players will dissapear from the window portholes on the second floor bridges & the third ("upper") floor walkway & the chainlink fence within the 2 breakwalls (in the Bio Rifle & Ripper rooms). Until I did the botpathing, I used the Mover trick to make it so you can see the players and ammo without them dissapearing, but the bots proved to be confused when touching the movers acting as an ICH through the second and third floor windows, and they got stuck trying to access the elevator by attempting to "run" through the breakwall (but in the process they got stuck by the mover acting as an ICH). Unless the OldUnreal devs fix this in 469 or a later patch, consider this (Which it is) a limitation of the Engine itself.


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KNOWN ISSUES
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* If you decide to ghost outside and go near a car that is driving on the road, the cars may stop for an undetermined amount of time. Sometimes they resume, sometimes they do not. If they do not resume, restart the map and it'll work as normal once again! :)
* On 451b and older clients, the cars might "drive" (move) to the first stop sign, and then stop (permanently). I reckon this is an engine and/or UnrealScript bug that involves how it figures out how the mover code works with meshes. Nevertheless, this is merely out of my control and unforutnately I know of no workarounds to fix this at this current time. 469a might also experience this bug, but I'm not 100% entirely too sure. 469b and later does _not_ experience this issue, so I consider this a "WONTFIX". My apologies to those running this map on 436 (or 451b) on retro PC's.
* The normal & NoOutside version of this map works with 432+ (it might work with 400-428, but it is untested), whereas the 469 build works with 469b and higher _ONLY_ (469a is untested). If you run the 469 build on 451b and older, then when the outside windows are in view, Unreal Engine will freak out, and your computer will eventually BSoD, crash and/or auto-reboot. From what I understand, this is due to how the engine in older builds (before 469) handle lots of light actors in a specific area. The regular version has a ZoneInfo that does Zone Lighting for the outside, whereas the 469 build has actual Light actors in an array on the outside for a more realistic look of the outside. The NoOutside version has only 4 lights in the rooftop area (since there is no "outside" like the normal & 469 builds have, as the name implies), so again this is not a problem for older clients.

NOTE: The last 2 problems above did not show up on Ghostwheel's 436 install (his install was modified), so it _can_ work on builds older than 469..._but_ if it doesn't for you _and_ you have problems, then you're on your own!


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TESTERS
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Ghostwheel (aka IndySkyz / Mr. Real)
UnrealGGecko
Dark1
Xaleros
Nornec
Hook
esnesi (aka isense)
Zim
(T:S:B)IceLizard / ENFORCER
Rikia
MacD11
NationwideMoose
TNT
Nova
BigBlackRooster (aka Aalexanderrr / PsyXandeR)


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CREDITS
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* Shoutouts *
	Ghostwheel / IndySkyz / Mr. Real: without this man, this map would have not been as good as it is -- to be exact, he worked on the brushes on the roof of the factory (vent pipes, air conditoners, stack pipes, etc.), the Utility Room I let him do whatever but him and I were in agreement on what to include etc., the street lights were ported over (and made slightly taller) from his famous map Duel Drive (he said I could take whatever I wanted from his maps) alongside the mainframe computer brush from his Quantas][ map (I tried porting it in but there was massive problems as a result so it had to be remade from scratch BSP-wise, although he did edit the textures for me and made several variants, which is awesome-cool! B) ), the door textures (he made 4 variants of them for me, kudos mate! /salute) -- his help was much appreciated and it was an absolute honour and a privilege to work with him! Thank you Ghost. =) God Bless you!
	Nornec: for the awesome song that they created specifically for Vakiton alongside general testing. You rock! B)
	Dark1: for general testing, feedback, support and for porting the map to Deus Ex & Duke Nukem Forever 2001. Thank you bro! =D
	Nova: for allowing me to use stuff (textures & brushes) from his Corporate Office map in the office part of Vakiton -- thank you so much, you're awesome!
	UnrealGGecko: for general testing, feedback, suggestions, support and for putting up with me.
	Xaleros: for general testing, feedback, suggestions, support and for putting up with me.
	(T:S:B)IceLizard / ENFORCER: for general testing, feedback, support and for putting up with me.
	Rikia: for general testing, support and for putting up with me.
	Hook: for general testing, feedback and support.
	esnesi / isense: for general testing, feedback and support.
	Zim: for general testing, feedback and support.
	MacD11: for general testing, feedback and support.
	NationwideMoose: for general testing, feedback and support.
	TNT: for general testing and feedback.
	Aalexanderrr / PsyXandeR: Okay, he's not going by these 2 names anymore (for years now!), but in the UT community he was known by them, especially the first one. Anyhow, this man provided me with plenty of praise for the map and told me to improve my lighting, so here's my result! I hope you enjoy it Alex! And thanks for believing in me all these years (2005/6-present)! Большое спасибо, за здоровье!)))
	Evil_Darkwatch: RIP buddy, I hope you're in Heaven enjoying the afterlife! Anyway, I wanted to on a personal level say thank you for playing with me on {CDM} *CROSSBONES Deathmatch* for the couple of years that I knew ya, alongside lots of fun playing on {CMH} *CROSSBONES Monster Hunt* that you managed after taking over control from me & lots of playing on the DM version of Castle George -- I knew you liked that map a lot! Thank you Dave...God bless you! I'll see you when I depart and go be with the Lord for eternity. In Jesus' name, Amen.

* Important *
	RoninUnrealFX just HAS to be credited ;)
	Hooks UT Place (HUTP) -- for me being a part of this great fantastic community -- I salute you Captain Hook! Arrrrrrrr
	Gibblets -- for me being a part of this great fantastic community! Thank you Zim! Godspeed!
	ut99.org for their No Rules Mapping Contest (2021) -- to which this map was specifically made for (also shoutout to their previous contest, the 20th Anniversary Mapping Contest)
	FFN (aka FridayFragNights!) -- for hosting beta versions of the map on their UT servers and for supporting my work! Thank you so much! =D
	Epic Games & Digital Extremes for their 1337 game
	Everyone else that I missed, thank you! =)


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TRIBUTE
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I hereby dedicate this map to David Earl "Dave" Byrd, aka Evil_Darkwatch. 1966-2021 -- COVID-19 got him. Never forgotten. I'll see you in Heaven mate! /salute


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PERMISSIONS
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You MAY use this level as a base for other levels.

You MAY NOT commercially exploit this level, i.e. put it on a CD, DVD, Blu-Ray or any other electronic medium that is sold for money without Epic Games, Inc. explicit permission!

You MAY distribute this level through any electronic network (IM's, IRC, Internet, FIDO, Magazine Covers, local BBS, etc.), providing that you leave the ut99.org No Rules Mapping Contest archive intact and unmodified from its original state.


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COPYRIGHT
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Vakiton Factory, aka "The map", is Copyright © 2021-2023 by Mitchell "[~]RUFX[~]RoninMastaFX" LeBlanc.
Vakibyss, aka "The song", is Copyright © 2021 by Nornec. https://nornec.bandcamp.com/


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LEGAL NOTICE
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Unreal Tournament and Unreal Tournament: Game Of The Year Edition © 1999-2003, 2006, 2008, 2020-2023 Epic Games, Inc. and Digital Extremes.  All Rights Reserved.  Published by GT Interactive Software, Inc., Infogrames, Inc., Atari, Inc. and Midway Games, Inc. under license.  Distributed by Valve, GameStop, GOG.com, GameTap and GameShadow.  Unreal Tournament, UT, UnrealEd and the Unreal Tournament logo are registered trademarks of Epic Games, Inc.  All other trademarks and trade names are properties of their respective owners.