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DM-INF-IndustrialMayhem.unr 

Team DM for Unreal Tournament - Infiltration

(C)2001 Excelsiore

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Title                   	: Industrial Mayhem
Map type			: Infiltration UT Team DM 8-16 (32 Max)
Build				: Final
Test Builds			: 21
Date                    	: June 13, 2001
Filename                	: DM-INF-IndustrialMayhem.unr
botsupport			: yes

Author                  	: Excelsiore
Email Address           	: excelsiore@hotmail.com
Home Page               	: http://www.geocities.com/xcelsiore/
PQ Homepage			: http://www.planetquake.com/quakesphere/

MODmakers Homepage		: http://www.planetunreal.com/infiltration

Mapping/Layout		: Excelsiore
Mapping/Lightning		: Excelsiore
Design				: Excelsiore
Additional Ideas/Remarks  : Futureprobe, Wildheart.
Main Gameplay Testing	: {PhD}BinaryLF, Futureprobe, Wildheart, Teufel, Sofia.
Beta Testing			: {PhD}BinaryLF, Futureprobe.

Special thanx to		: DredDamo, Sgt.Prewit, arsenicpants and jaymian for good feedback
				  and some constructive criticism. 
 
Compile Machine           : Celery 400@500, 128 MB goatcheese, 2 sticks of cheap vanta tnt


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* About *
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This is my first map for Infiltration and Unreal Tournament. The idea was to make a map
that accomodates all playing styles: CQB specialist, sniper, stealther or rambo. Since 
no matter what you do, people always find something to "exploit" in your map, I purposely 
made the roofs easily accessable for both teams, in order to keep "balance". It is very 
hard to get "outside" the walls but not impossible. No reason to though.

The layout is basically a hodgepodge of buildings, some that you can enter, some that you 
can't, with catwalks and a basement area and lots of crates. Together with the roofs you 
have four levels of play. My main aim was to create "mayhem" and I think I succeeded. 
"Realism" was not in the forefront of my mind when designing this map, more so trying to 
make it challenging, exciting, entertaining and well connected. The buildings look more 
like "game" buildings and not like real life.

I hope you enjoy my first map for Infiltraion and UT and play it til your eyes pop out!      

Feedback is greatly appreciated: excelsiore@hotmail.com

I was greatly inspired by the maps: Dockside Millenium Edition, Kazakistan and Sicily and
I would like to thank the makers of those maps for doing such great work.

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* Weapons / Items *
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Spawnpoints        : 2x16 = 32

Changes since Beta 1:

- Tweaked architecture 
- Added better bot support (as good as it gets i guess)
- Breakable windows
- Climbable ladder
- Added ambient sounds
- Lens Flares on streetlights
- Some other light tweaks
- Blocking so you can't get out of the map.
- Blocking that dark area where you could get stuck.

Known Bugs		: Bots are only partly intelligent(better than beta1 ???). 
			  HOM effect with some masked textures.
			  Any suggestions?

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* Copyright / Permissions / Mumbo Jumbo *
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Copyright (c) 2001 Excelsiore.  All rights reserved.
This level may be electronically distributed only at no charge to
the recipient, and may not be modified in any way.  This text file
must be included with the level.
This level may not be distributed on any CD-ROM without the prior,
explicit consent of Excelsiore.
You may run this level on your server as long as no money is charged to players
for playing on your server.

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site  : http://www.geocities.com/xcelsiore/
PQ Homepage	: http://www.planetquake.com/quakesphere/
email : excelsiore@hotmail.com

Special Thanx		: To Epic, thanks for a cool game.