# [|]=CTF-AsbestosArenA=[|]
### The Basics
    			Title:.........................:CTF-AsbestosArena
    			Version:....................:1.00
    			Release Date:............:10/6/01
    			Filename:.................:CTF-Asbestos.unr
    			Author:.....................:Andy '[H]|ChrySa0r' Monroe
    			eMail Address:..........:chrysaor@chrysaor.org
### Game Information
    			Game:.......................:Unreal Tournament
    			Level Name:...............:CTF-AsbestosArena
    			Botmatch:.................:Yes
    			Deathmatch:..............:No
    			Capture the Flag:.......:Yes
    			Domination:...............:No
    			Assault:....................:No
    			Other:.......................:No
    			Difficulty Settings:......:Yes
    			New Sounds:.............:No
    			New Graphics:...........:Yes, Ulukai's Fallout Textures; see other Readme
    			Known Bugs:.............:My bots don't understand the portal and the CTF scoreboard
    					doesn't work when the score isn't tied
    			Construction Time:......:3 weeks
    			Construction Program:...:UnrealEd 2.0
    			Where to get this map:..:[|]=Chrysaor's Dungeon=[|], and most common mirrors
### Installation
Place the CTF-AsbestosArena.unr in your Maps folder, put Fallout.utx and citytex.utx in your Textures folder, and put the readme's wherever u damn well feel =)
### Level Information
This particular CTF stage was designed by Xan Kreigor himself and was the 3rd arena built for this popular modification. Xan has even taken the liberty of honoring himself with a statue at the center of the stage. Since it's construction Asbestos Arena has been a huge fan favorite, and is also one of the few stages that allow for a live audience. Most viewers use Neurovision, but Asbestos Arena offers live seating for 8,600 very lucky individuals. Individual seats range from $800 to $4,000.
### Author's Notes
This idea actually came to me in a dream, I suppose that's lame, but it's true. The part that was in the dream was the x-ing paths between the front wall and the main base. As far as theme, I decided to do a level that went along with the storyline, because I didn't see to many others, and it seemed like a good idea. Oddly, I started with the flagroom, and this was supposed to have a little DM-Tempest in it. I also tryed to use some crossover techniques from CTF-Hydro16 (along with an architectural peice). It took me about 3 weeks to get the textures and geometry and lighting in. I put off the bot pathing as long as possible because I had never done it correctly. This time I read as many official Tutorials and looked at several maps, but i think the advice that helped the most was knowing that you were supposed to use as few of nav. points as possible. I also finally fiqured out how to do the Lift Exits properly, which helped on the jump spots, elevators, and translocations. Initially, i wasn't naming the right tags to connect them, so i had so many blue lines on the Top view i couldn't tell if the rest of the nodes were connected. After i figured this out, bot pathing became much easier because I could see what I was doing. Eventually, everything came together well, so I posted on Nalicity that I needed some Beta Testing. Well, I got incredibly good responses from people who'd seen my previous attempts at mapmaking, and I got pretty good responses from everyone else except for DavidM. So I worked with him and his tutorials and completely redid the lighting twice. This took an additional two days, but now that I look at the finished product, I'm much more pleased by it (Even if David isn't :P) Honestly, I'd love to do 1 more map, cuz this one was so huge that I didn't get to use any multilayered trim, a lot of lighting techniques i know about now, and this level just didn't leave room for eyecandy, nor does it fit the theme (Although I originally had some kickass billboards but they shot the poly count up way to high). I think this map is somewhere in the neighborhoood of 5.5 megs and the additional 500 brushes for trim and beauty just didn't seem to be worth it. I didn't want to make another Chicoverde map, God knows I love 'em but they're a b1tch to download. So now I'm releasing my first public map. I have intentions to redo my previous three failures, and then maybe do one more new map before u2 comes out. I think I've learned a whole heck of a lot by doing this map. I hope you enjoy it, and I always appreciate your comments - good or bad.
### Special Thanks
BB_Drac, MasterExarKun, DavidM, Zorion, Psycho, viivo from [H]ard|Forum, Qualthwar, Mr.Prophet, Rachel_C, JTRipper, Drakken_Mordith, Ulukai, Bot_40, skyeric, Varpu, and everybody else who's answered or tryed to answer my questions and looked at my map before this release. Thx Guys :D
### Important Information
| This level is copyright Andy Monroe 2001. 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! This includes putting it on ftp.cdrom.com which has a tendancy to do so. 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) 1999 and 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.