================================================================================
		Waste Tunnel
================================================================================
File(s)			: 	CTF-BB_WasteTunnel.unr
			  	AS-BB_WasteTunnel.unr
			  	DOM-BB_WasteTunnel.unr
				WasteTunnel.umx
				(wastetunnel.zip)
Author			: 	Freddy Gustavsson (aka BB Drac)
Web (with contact info)	: 	www.birrabrothers.com/drac/index.php
Releasdate		: 	08.Apr.2012


================================================================================
		Players
================================================================================
Player support		: 	6-12 (Suggested) 16 (Max)
Bot support		: 	Yes    
Capture the Flag	: 	Yes
Domination		: 	Yes
Assault			: 	Yes


================================================================================
		Build
================================================================================
Editor used		:	UED2 (4.36 patch)
Build Time		:	4 Weeks (avarage 2 hours a day)
Brushes			:	AS 1410 - CTF 1416 - DOM 1421
Polys			:	AS 5562 - CTF 5616 - DOM 5673
Nodes			:	AS 11375 - CTF 11577 - DOM 11710
Zones			:	10
Lights			:	AS 280 - CTF 287 - DOM 328
Secrets / Easter Eggs	:	Yes


================================================================================
		Installation
================================================================================
Place the *.unr files in your \UnrealTournament\maps directory.
The *.umx goes in the \UnrealTournament\music directory.


================================================================================
		Story
================================================================================
In a large tunnel all the (highly) toxic waste from the nearby factory
is moved and dealt with before being shipped off to some backwash planet.
A factory owned by Liandri to produce ammunition for weapons like the
ASMD and Plasma Rifle.
Unknown for most is a hidden reasearch base that was built to create new weapons
and in this case, new vehicles for upcoming tournament modes.

Due to safety issues the tunnel was closed and have been for several years.
The reasearch facility was later closed due to lack of progress and failure to
manufacture realiable vehicles.

Now, Liandri have turned the whole tunnel including the research facility into
tournament ground for assault, domination and the ever popular capture the flag.
Having a huge store of defective ships available, meant for decomission, they
let it be part of the assault tournament where the main goal is just that,
to destroy it.

Extreme hazardous environment and inability to hide, this tunnel have turned
out to be a very popular, and profitable, tournament for Liandri.

Unknown to most is that this official story is fabricated and the tunnel have
been built from the ground up with Tournament in mind.
The ship you destroy is just an empty shell and all the waste is created
just for this by the very same, nearby, factory that also produce ammunition.

Assault:
The goal is simply to get to the other side of the map.
More specific, reach the computer screen with the big red panel.
Once done the map is won and the ship is destroyed.
Map layout will put the defending team at an advantage and the team that
assault might need to put som strategy in the mix to get to the other side.
Snipers will have a blast.
However, defenders need to keep all aspect covered or the attacking team
will succesfully complete the map.

capture the Flag:
As the assault map, snipers will have a blast and a little strategy
might be needed to successfully capture the opponents flag.
There is simply no place to hide.
All players spawn not far from their flagbase and even if you get it
to the walkways you are bound to have fire coming your way.
Both bases are overall fairly easy to defend.

Domination:
As the map feature two bases, random spawnpoints is an issue.
This is the largest drawback in this mode but once the game is on,
it's fun and challanging.
Teleporters have been placed at each dead end bases to allow for a more
dynamic flow and reduce the amount of back and forth traveling.


================================================================================
		Technical and Trivia
================================================================================
The plan for this map was a short, both in size and time, assault map but
it turned out quite different during planing and building.
Early in the process I realized that this could work pretty well for a CTF game
and kept that in mind throughout.
One part never changed. Long range visibility to allow sniping and little
to no cover to force a little teamwork or strategy to succesfully win.

Geometry drawback is the extreme polycount as you more or less could see from
the start to the end of the map with high amount of brushes (map total 1400+).
Without the occluding brushwork (huge pillars and rusted steel walls)
you easily reached a polycount of 900+ at the end parts of the map and
huge framerate drops.

I had a plan to have the lower part of the map with fog but that just destroyed
the framerate so it had to be removed.

All platforms were to have masked grate but that also proved problematic
as it caused total polycount to rise and resulting framerate drops.

The toxic waste was supposed to be in three different pools but that
would force extra zones and triggers to deal with players, and the flag,
getting to areas they were not supposed to be.
I chose to flatten it all out as the extra complex layout of zones could
cause trouble.

I also tried to change a large amount of brushes to semi-solids but they
stopped clipping correctly and players would fall through walkways so the
map consist mainly of solids.

Even if domination works fine and I had it as an alternative gamemode for
the map it was only added as "extra".
The map layout was built around team based start positions which
domination don't support.

The waste part of the map deals 200 points of dmg pr second, orginal being
40 and damagetype corroded (slimed).
I increased it as I didn't want players to stay for too long there and
in assualt, time is of the essence. In the CTF and DOM modes,
this could be strategically used to gain an advantage as you spawn
close by your flagbase, or in domination a control point.
It's intentionally as players would have trouble getting out of the slime.

Middle walkway ramp, up until the very end, connected with the upper part
of the defending team area.
This changed to the lower part as the visibility was redused for this path.
It also allowed the attacking team to get up behind any defenders
standing with long range attacks, like sniping, forcing them to take
care of what happens both in front and back.
For the assault map this gives the defenders a slightly elevated advantage
if they are able to hold two seperate positions.
In capture the flag the same goes but attackers can use translocator
to get up the platform without using the ramps.

BSP hell. The sheer amount of brushes in open area is pure BSP hell.
As the progress went along more and more BSP holes started to appear.
Much of the, later, added brushes like the huge pillars and
occluding walls removed many BSP issues.
Many BSP holes that appear now seem almost random and you can run back
and forth from start to finish without seeing one.
Those that do show themselfs should not break the gameplay.

The sides of the tunnel could not be zoned correctly.
A workaround was done but in ctf the flag could be "stuck" outside reach.
To prevent players from getting there I used triggers and a special event
with kill instigator.

You can destroy the fighter, assault goal, in all game-modes but only in
assault will the windows blow out as part of the endscene.

Two light textures used are custom made from two specific original textures.
One mix the rust and the small square light as the original looked awful
in combination with the rust texture.
The other didn't change looks much but the new one fit slightly better with
the current design.
Main problem with all is that most light textures used are unlit and stand
out just a tad from the surrounding textures.

Lights were changed and fiddled with throughout the design.
It could change from too dark to too bright and all over the scope.
I wanted the map to be playable in both dark and lit rooms.

Ambient sounds was a big issue as there is little that have obvious sounds
attached to it.
I added several sound effects around the map to give it a little more detail.

In the planing stage I wanted to have earthquake triggered at random
intervals throughout, but dropped it.

The texture / visual representation is overly brown with high contrast cutoff
walls, walkways and ramps.
Reason for this that the tunnel should not take too much focus but force
players to stand out to allow snipers to have a feast ;)
The contrast from dark / brown to bright / white allow easier visual reference
and measure of distance.
Floor lights have been placed where the difference is hard to spot to give it
even more focus.
The only place that deviate from this look is the final area as it is not
supposed to be part of the tunnel itself.

The large doors in the beginning and end, as well as the two side doors,
were created if plans to expand the map ever comes along.
It also serves as visuals for how one can enter and exit the waste tunnel.

Hidden goodies exist in the map and some have been disabled when played over
network due to the nature of the action.

Botpathing was done from the ground up for each map, ctf, dom and assault,
including item placement to allow for maximum performance
Each map was also testet with bots only, various difficulty, to see if they
did what they should.

No movers have been created (doors or elevators) that a player
need to interact with.
Several movers do exist though, for other purposes like moving
the specator camera and the fighter.

You can shoot through the computer screens as I didn't want them to
turn into shields.
Would not be a problem in assault but could be in both dom and ctf.

I added the ventilation shafts to the very end to add a little more
detail and place a few pickups for ctf and dom.

The screenshot for domination is not the same as ingame.
Location of the control point as well as the base was changed.
Visually the new base looks better.

Even if domination only was added as extra it was completed first.
Mainly to check botpathing and overall gameplay before doing ctf and as.

Player start positions for the blue team in CTF had too be moved slightly as
they spent too long getting into position.
This was partly done for assault mode as well.

Bots have been made to use the geometry and get all items, udamage and
shieldbelt, except for the redeemer.
They will use translocator and shortcut jumps over gaps and ramps.
DistanceViewTriggers have been set up to allow bots to snipe targets over
large distances.

Assault Randomizers have been placed at several locations with stochastic
triggers that will keep bots using more random paths to assault.


================================================================================
		Known Problems
================================================================================
BSP errors can be seen on occasion. Her and there but should not cause trouble.

Slowdowns due to high poly count
(usualy avg around 300-400, peak should not exceed 700 at any one position).

In CTF mode, if you are unlucky (or intentional) the flag could end up being
strandend by the sides of the tunnel until it reset automatically.
Triggers prevent players from venturing there.


================================================================================
		Copyright/Permissions
================================================================================
Author of this work (map) is copyright by Freddy Gustavsson (aka BB_Drac)
by international copyright laws.

You may distribute this map via electronic means, providing that it is done
so free of charge and that its content is not altered in any way
(this text file included).

You may use this map to futher build or improve the work as seen fit as long
as it is ditributed as a separate piece of work.

Music is copyright by Ghost Fellow (1996)