Experiments2.txt
======================================================================
Title                  :Experiments2 Map Pack
Version                :2.1
Release Date           :2003-07-19 
Filename               :Experiments2.zip
Author                 :Doctor Evil
Email Address          :doctor@evilut.com
Web Page               :http://www.evilut.com/
Description            :3 experimental incomplete Evil maps
Where to get this map  :If you're reading this, then you probably 
                        know where by now (;-) 
Other levels by author :DM-Escher, DM-Giger4, 
                        DM-2OddRooms, DM-CircleMaze, DM-CircleMaze2, 
                        DM-EvilHex, DM-EvilMaze3, DM-AdamlyRooms1, 
                        DM-AdamlyRooms5, DM-EvilLabyrinths,
                        DM-EvilDoorsSky, DM-EvilDoors5, CTF-EvilTower2
                        CTF-EvilHex, CTF-EvilMaze4, CTF-EvilSkyPad,
                        CTFM-7Hexagons, CTFM-EvilHex, CTFM-HallOfGiants2
                        DOM-EvilHex, DOM-EvilDoors.
Additional Credits to  :-Epic Megagames
                        -Whoever designed the Unreal Editor 
                         and all those nice textures and music. 
                        -Various authors of web tutorials for 
                         the Unreal Editor.

======================================================================
--- Play Information ---
Game                   :Unreal Tournament
Level Name             :(a) CTFM-EvilLiftsV2
                        (b) CTF-EvilMotionV2
                        (c) CTFM-EvilTempleV2
Single Player          :Yes, botmatch.
Cooperative            :Teams each of 4 to 6 seem to work best.
Deathmatch             :Not really. 
Dark Match             :No
Difficulty Settings    :No
New Sounds             :No
New Graphics           :(a) uses cf_mansion.utx & Leto3.utx .
                        (b) none .
                        (c) uses Crusader.utx and MultiCTFTex.utx .
                        All other textures should be standard.
NewUnrealScript        :No
External DLLs          :No
Known bugs             :(a) and (b) - Bots can't find flag bases!

--- Construction ---
Editor(s) used         :UnrealEd2.0
Base                   :New Level
Construction Time      :Way too long - and counting. 

Installation
-------------
Unzip the file
- CTFM-EvilLiftsV2.unr in the   UnrealTournament/Maps/  directory;
- CTF-EvilMotionV2.unr in the   UnrealTournament/Maps/  directory;
- CTFM-EvilTempleV2.unr in the  UnrealTournament/Maps/  directory;
- cf_mansion.utx  in the        UnrealTournament/Textures/  directory;
- Crusader.utx  in the          UnrealTournament/Textures/  directory;
- Leto3.utx  in the             UnrealTournament/Textures/  directory;
- MultiCTFTex.utx  in the       UnrealTournament/Textures/  directory;
- blank.umx  in the             UnrealTournament/Music/  directory;
*** NOTE:  If you do not have the system files for MultiCTF,
then you will have to download them from another site before 
playing the CTFM maps.
-You're already reading this Experiments2.txt file, 
 so you know where it goes!
-start the game and choose the level under the MultiCTF Game type.

Extended description:
---------------------

These three maps are WORKS IN PROGRESS.
Use at your peril!

(a) CTFM-EvilLiftsV2

CTFM-EvilLiftsV2 is an attempt to make *** moving flagbases ***

In a humans-only game the concept seems to work, but the bots have 
 no idea where the flag bases are!    
When a team icon on the ground near the central tower is touched, 
 the corresponding flag base (and everything in it: flag, med boxes, 
 shock cores and, up on the roof, some ammo), travels from its 
 starting position to a point beside that icon.    
Dr. Evil cannot get any paths or pathnodes to travel with the moving 
 flagbases.    The amusing result is that bots will leap onto where 
 the flagbase's starting position is, even if it isn't there any more! 

The map is somewhat unbalanced.    The four team towers are 
 equally spaced around the central sniping tower, but the flagbase 
 positions differ. 
The red base travels between upper red and upper blue towers.
The green base travels between upper green and lower central tower, 
 rotating crazily three full revolutions en route.
The blue and gold bases each travel between their lower tower and 
 the central tower.
In addition, there is a ground level pathway from red and green 
 towers to the central tower.   
Version 2 adds a skywalk between the tops of the blue and gold 
 towers.
One can translocate directly from any team tower to the central 
 tower, but one's aim needs to be good.
A redeemer is atop each team tower and at the peak of the 
 skywalk.
The major power-ups are all inside or above the central tower. 
In Dr. Evil's experience, the gold team is at the greatest 
 disadvantage, though the skywalk can mitigate it.   
The red team seems to have the easiest time against all-bot teams.
------------------------

(b) CTF-EvilMotionV2

CTF-EvilMotionV2 (or, to give it its full in-game name, 
 "Evil Motion Sickness"), is an experiment with moving
 textures.    Almost all textures move (according to the zone's 
 U-pan and/or V-pan rate, as set in the ZoneInfo/ZoneLight property).
A matching zone velocity is also set in some places. 
The intent in such places is that, if you don't try 
 to move, then you will be swept along at the same velocity as the 
 walls.    A speed of 70 units, resolved into the appropriate 
 direction for each of the twelve parts separately of each of the 
 two large curved pentagonal corridors, achieves this in Version 2.

However, by running in contact with the walls in the two curved 
 corridors, it is possible to be catapulted safely at great 
 speed in the opposite direction.   Dr. Evil has no idea why 
 this happens, but it is a nice added feature!

The pan speeds are set to five times normal speed in the central 
 tower, which is also a healing tower (+2 units of health per second 
 up to 100) except in the lava pit (where incineration occurs in 
 all too few seconds).    Even Dr. Evil finds the overall 
 effect of so many walls in motion to be quite disconcerting. 
That is why a few Nali, who are obviously not feeling well (to judge 
 from both sight and sound), have been placed around the map ...

The bots are immune to the visual distractions, but they struggle
 to use the elevators up to the flagbases.    
Dr. Evil still has some work to do on this sick map.    
But, with an Evil Empire to supervise, there are never enough 
 hours in a day  ...
------------------------

(c) CTFM-EvilTempleV2

CTFM-EvilTempleV2 is a fairly ordinary four-team Multi-CaptureTheFlag 
 map.     It is set inside a massive rotating sky temple, far above 
 the desert.

The red and blue bases are at opposite ends inside the temple, 
 nearly symmetric with respect to each other.    
The left window near the flag in each base can be broken to provide
 an alternate escape route to the outside.    
However, the exploding wall is not yet working as it should, so that 
 it sometimes takes a combination of weapons fire and physically 
 crashing your bot into the window to break it.   
The other windows, including the large windows looking out onto 
 the central octagon, are unbreakable.
 
The green base is in cramped quarters underneath the main temple.    
The gold base is at the centre of the vast roof, with paths to the 
 red and blue bases clearly indicated by colour coding on the roof.    
There is a teleporter down by the green base, whose destination is in an
 obvious shelter on the golden roof, whose destination in turn is above the 
 redeemer at the very centre of the temple.    
The central chamber has four teleporters, one leading to each base.    
 It also has four corridors leading to the red and blue bases.
The two upper corridors contain over-sized power-ups.

The lighting in the corridors gives obvious clues as to a possible 
 path to a flag base of that colour.
  
This map makes excessive use of the sometimes garish / sometimes 
 beautiful "Crusader" texture pack. 

Unlike the other two maps on this page, the bots do seem to be able to 
 find their way to all four flag bases in this temple.
------------------------
 

Copyright / Permissions
------------------------
These levels are copyrighted by Doctor Evil, 2003, 
(except for most of the texture images - they have been lifted 
shamelessly from various public web sites :-)  

Authors MAY use this level as a base to build additional levels, 
provided due credit is given to the original author.

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!   
For free is OK, though ...

You MAY distribute this level through any electronic network 
(internet, FIDO, local BBS etc.), provided you include this file 
and leave the archive intact.

-----------------------
UNREAL TOURNAMENT (c)1998 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.