================================================================
Title                   : DM-ReturnToCrete
Version                 : 1.0
Release Date            : 9 November, 2000
Fixes                   : 
Filename                : DM-ReturnToCrete.unr
Author                  : Andrew "Hobeaux" Penick
Email Address           : hobeaux@unrealengine.com
Web Page                : http://uedesign.unrealengine.com
Description             : Run amok in a former 5-Cubes map
Where to get this map   : http://uedesign.unrealengine.com
Other levels by author  : Marathon Conversions:
                          Route66, Melatonin, Duality, 
                          Morphfine, Everyone'sMortalButMe
Special thanks          : Robzim for playtesting and naming
                          the map

================================================================
--- Play Information ---
Game                    : Unreal Tournament 4.00+
Level Name              : Return to Crete
Single Player           : no
Cooperative             : no
Deathmatch              : yes
Difficulty Settings     : no
New Sounds              : no
New Graphics            : yes (light textures)
NewUnrealScript         : no
External DLLs           : no
Known bugs              : Bots will not go to Powerups... 
                          But that's intentional.

--- Construction ---
Editor(s) used          : UnrealEd2 v413 and v432
Construction Time       : Initially about four hours


Installation
------------
DM-ReturnToCrete.unr    : Maps directory


Author's Notes
--------------
This map was created for the 5-cubes contest that occurred 
mid-year 2000. Unfortunately, I had to run off to my vacation
before I could complete it and missed the contest deadline. 

"So," I asked myself, "what to do with this map now that the 
competition was over?" Shelve it? Make it five times its
original size and change the feel of the map altogether?" 
After careful reflection, I decided to add bot support to the 
powerups and (on a whim) the skybox. 

Due to the height of the walls, the bots just didn't quite
get how to get up to the top.. the translocator would bounce
off the wall until I moved the JumpSpot up into the air. In
so doing they suddenly didn't know how to use the jumpboots.
Worse still, when trying to leave the upper areas the bots
would attempt to translocate to the raised JumpSpots rather
than take the paths that i built for them. Exasperated, I 
removed the pathing for the bots to get to the powerups, it 
just wasn't worth it. 

(I hate having to accomodate bots. I typically spend more
time either fixing bot support or removing evil BSP holes.
When, I ask you, will these traumas cease?)

The map was still just the five cubes and the 'sky' wasn't 
cutting it. Added another cube -- the skybox and made it look 
significantly better. So, if anyone out there want's to host 
a six-cube + five 2D-shapes contest, I'm ready!



Copyright / Permissions
-----------------------
DM-ReturnToCrete Copyright by Andrew Penick. 

Authors may not NOT use this level as a base to build 
additional levels.

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 distribute this level through any electronic network 
(Internet, 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.

