
============================================================================================	
   Title		: All Your Base Are Belong To Us

   Version		: 1.0

   Release Date		: 09 March 2001

   Filename		: CTF-AllYourBase.unr 

   Companion Files	: CTF-AllYourBase.txt
			  AllYourBase.utx

   Textfile Updated	: 09 March 2001

   Author		: Coyote

   Email		: lonecoyote@mindspring.com

   Web Site		: Coyote's Really Bad Unreal Design
			  (http://coyotebad.esmartguy.com)

============================================================================================	
   Level Description	: Both teams have been kicked out of their flag bases, because
			  "All your base are belong to us." The doorways are barred, so
			  you'll have to find another way in and out of the bases.
			  
			  Of course, the map is inspired by the "All your base" joke
			  that's been going around the Internet the last few months.
			  If you haven't run into the joke yet, it's about the
			  bad dialogue in a Japanese video game called ZeroWing. If you
			  want to read the full dialogue, check out 
			  http://www.toaplan.com/zerowing/zerowing_story.html
			  
   Number of Players	: 8 - 16

   Known Bugs/Issues	: This map has a high poly count (high 300s to mid 400s) in
			  some places. For this reason, I didn't put any lights in the
			  map. The level has its own ambient lighting, which makes it
			  look less than attractive. For more details about this
			  "feature," read the Level Construction Notes below.

			  I included ForsakenT.utx in this .zip file. It was left out
			  of an earlier release of this map. 

============================================================================================	
   Installation Instructions:
   ~~~~~~~~~~~~~~~~~~~~~~~~~
   Unzip CTF-AllYourBase.unr into C:\Unreal Tournament\Maps
   and unzip AllYourBase.utx and ForsakenT.utx into C:\Unreal Tournament\Textures
   but don't unzip your pants.


   Playing Tips:
   ~~~~~~~~~~~~   
   When you get the flag, head for the teleporter, then take a flying leap off the
   roof of the base into the water canal that surrounds the central tower.

   If the enemy has your flag and you're on the roof of your base, get the sniper rifle
   and watch through the scope for the flag carrier to cross the roof of the enemy base.
   Take him/her down, and hope a team mate is not too far away.

============================================================================================	
   Level Construction Facts:
   ~~~~~~~~~~~~~~~~~~~~~~~~
   Editors used        	: UnrealEd 2

   New Textures        	: Yes!
			  AllYourBase.utx - Created by yours truly.
			  ForsakenT.utx - I don't know where I got this file, but, after
			  doing a little research, I think it came with the game
			  Wheel of Time, which also uses the Unreal engine.

   New Music		: No. I looked for some, but didn't find what I had in mind.

   Build Time          	: Too long for my liking, but at least I'm getting better at this
			  mapping thing.

   Number of Brushes   	: I forgot to check.

   Number of Crates	: I forgot to put one in.

   Number of Drinks
   Consumed While
   Making This Map	: Approximately 36.
   

   Level Construction Notes (or, Why This Map is So Crappy):
   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   This map didn't turn out quite the way I wanted. You see, being a clueless newbie
   map-maker, I'm still learning the importance of things like poly count. When I started
   making this map, I gave no thought to what kind of poly count a large outdoor area
   would have. The map ran fine as long as I built it using the build geometry only option.
   When I put some lights in the map, I discovered that the frame rate dropped
   significantly. So I opened up the console, typed "STAT FPS" and learned that in some
   places the poly count was in the high 300s to mid 400s. That's not good.

   Also, I just learned about a little thing called occlusion. It was a rather
   disappointing way to learn about it, but hey, sometimes lessons have to be learned the
   hard way.

   Well, at this point I had two options. I could scrap the map and start over (meaning
   that many hours of work would've been for naught). Or, I could just leave out the
   lighting and set the level's ambient lighting to 255. I chose the second option
   mainly because I do think the layout of this map is kinda fun even if it's appearance
   is diminished due to the crappy lighting. And, to be honest, I'm ready to move on to
   something else.

   Oh well. What did you expect from some one with a website titled Coyote's Really Bad
   Unreal Design? A good map?

   Those of you who have high-end systems might not have noticed much of a performance
   drop if I had kept the lights in, but those (like me) with low-end systems
   definitely would notice. The choppiness of the frame rate was so bad as to make the map
   practically unplayable. That's really too bad, because I kinda liked the layout of this
   map.

   If anyone wants to play around with making this map better (in terms of looks,
   performance, layout, or anything else) please feel free to do so. If you do remake this
   map, let me know about it. I'd love to try it out.

   Lesson learned: ALWAYS pay attention to your poly counts from the start. And be aware
   of occlusion.

============================================================================================
   Other Maps by Coyote:
   ~~~~~~~~~~~~~~~~~~~~
   CTF-BigBridge
   Tapestry of Injustice Deathmatch Pack for UT

============================================================================================	
   Thanks:
   ~~~~~~
   Thanks to all you UT warriors who play this level.
   Your feedback is welcomed. Send it to lonecoyote@mindspring.com.

   Quote for this release:
   ~~~~~~~~~~~~~~~~~~~~~~
   "You know what you doing?" (I sure don't.)

============================================================================================	
