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 CTF-CTC-Thadaus
 by Rob 'FraGnBraG' Burns
 ReadMe File for Unreal Tournament
 Release Date: November 1, 2005
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TITLE:          Thädaus Lament
Filename:       CTF-CTC-Thadaus.zip
Version:        1.00 FINAL
Player load:    10 to 16+ players (Recommended 12 Masterful+)
Last Update:    November 1, 2005
Author:         Rob 'FraGnBraG' Burns

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 IMPORTANT NOTES:
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INTENDED UT RENDERING DRIVER :  

	OpenGL (UTGLR28) 
	D3D mode was NOT tested 
	(so the map might look like crap in D3D)

INTENDED UT BRIGHTNESS SETTING : 5/10 

	(Press the "F11" key when in-game).

eMail Address: fragnbrag@gmail.com

--------------------------------------------------------------
 DESCRIPTION:
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A poem...

		"Thädaus Lament" 


	As night decends upon this place 
	The dampness chills my bones,
	Eternal stone both cold and dark
	The North wind calls this home.

	In long ago forgotten times
	This land the sword did rule,
	These tortured walls still tell of it 
	The barbarous and cruel. 

	Infidels, who took this land
	In gods name, shed our blood,
	Our fathers fought them, gave their lives 
	upon this frozen mud.   

	Many came, and many went 
	And many paid the cost, 
	Of freedom, for the vanquished souls
	Our spirit, never lost.   
      
	The cold North wind she weeps and moans 
	Remembering the past,
	No Sentinal will come again
	In death, I am the last.
		

			Thädaus 

	
"Thädaus Lament" 
COPYRIGHT (c)2005 Robert Burns. 
All Rights Reserved.

Hope you all enjoy this map
FNB, November 2005


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 AUTHOR NOTES:
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SORRY FOLKS, YOU REALLY NEED A P4-1G+ TO FULLY ENJOY THIS MAP. 

Note that some scenes exceed 400 polys / 800 nodes but it doesn't hurt me so it can't hurt you. assuming your RIG is at least as old as mine :D If it's older, well, sorry i can't help that...

Lighting is dark - i have very bright monitors :) so dark is fairly light to me, LOL!

Detail is moderate to "low" in most areas, that is for playability reasons given that the map has a lot of "space" and long-shot views - haha, i could have easily piled it up with more brushes, subtracts and meshes, but it would have resulted in poor performance, so i struck a balance i think works out ok... :)

This is a CTF map idea born uot of an old instaGib DM map i made when i was very much a nooobescent noob =P  

That DM was basically a bottomless pit (well not really) that had a big oblisk thingy over top of it and great tall squarish pillarly things arranged around the outside (ie. in a circle) behind which there were  these great long curved staircases that wrapped around the map and met wayyy up 

At the top on a platform where there was of course, NOTHING ... because it was an IG map :D   
You thought i was going to say "Redeemer", didn't you?  Well, i did put one there after switching to regular weapons, and had an "upstairs" to the level, and teleporters, and more deep openings to fall down into, etc etc etc. 

Alas, not escaping the fact that the map was basically just a deep pit, with a thingy over top of it, and surrounded by big simple stuff ...

A while later,  it took the idea and stretched it out into something a bit different -- a CTF where something like the original DM map was the basis for the flagrooms -- adding things here and there and presto this is the map as it turned out... 

Not too bad of a CTF match either -- well, 16 bots is about as much as i can handle and even with that many FR starts to drop ... 

To keep a good match going 12 masterful+ BOTS seems like the best number... 

There is lots of room to manouver around and escape or turn the tables on your opponent - yeah, not a great deal of z-axis in the bases, but there are a few advantageous spots worthwhile to seek during the course of a match - the middle area can get pretty intense and of course, it's a "snipers dream" in this map ;)


Happy Fragging!!!
FNB


--------------------------------------------------------------
 CREDITS:
--------------------------------------------------------------

Special Thanks go to:

1 - UNREAL PLAYGROUND BETA FORUMS

Those folks at UnrealPlayground who gave comments on the BETA map during 
September 2005: TexasGTar, Homeslice, King Mango, Koecktchen, 2plus2is4 and 
especially HortonWho, who gave me some great feedback.. hope i didn't miss anyone :)

2 - !!! KING MANGO SKYBOX ARTWORK !!!

The nice dusky TERRAGEN SKYBOX graphics (6-images of a cube map) were 
created for me by Jim   "King Mango" Castille, a brilliant and skilled mapper/artist who's also one of the "pillars of  Unreal Playground" ... 

Now that skybox really sets the mood for the map - when i loaded it all in it gave me chills at how he hit the time of day - a few days later i actually witnessed a sunset so very similar in color and gradient to what Mango made that it FREAKED me right out -- i'm not sure i did the source graphics justice in my adjustments in Photoshop, seeing as i'm still pretty much a  Photoshop noob - there's a few flaws but those are MY FAULT, but even with the flaws i'm still using the cube because it really makes the map!!! Can't thank you enough for the art Mango, you ROCK!! (Please don't be mad at me for butchering your pics :D

3 - COOL MUSIC !!!

Special thanks to Rickard Sviestins for Winter.umx (email: r_sviestins85@hotmail.com) This module suits the map really well, imo, very percussive :D

4 - HOURANCES (of course :) 

MyLevel contains rock and dirt textures from hourpitores_ut, unaltered from source, 
these really compilment the map - many thanks to Houracnces for making great textures 
available to the rest of use... :)

5 - BOT_40

The ALT pathes in this map are SmartAlternatePath actors, a script developed 
by Micheal 'Bot_40' Rippon - many thanks BOT, and also for the great mappage.

6 - WHEEL OF TIME TEXTURE SETS 

- MyLevel contains textures culled and collected from existing UT99 third party texture 
packages containing artwork from the game "WHEEL-OF-TIME".  These packages are: ANC.utx, ANC2.utx, ANC4.utx, ForSakenT.utx, WOTx1.utx, and WOT1.utx . These textures 
were cleaned up a bit and tweaked for gamma mainly... 

7 - DEUS-EX-1 MESHES

- Dunno what I think about this anymore ... I guess the lame thing to say is I bought DeusEx1
when it came out in 2000 and since someone already ripped the meshes out of the game and published the U file then I guess they're fair game now :D  So I used a bird statue, a couple of lions, and some skulls and femurs... The birds are a bit glitchy in distance view, but what the hell - they look not too bad up close after the usual UT99 mesh unlit/scaleglow treatment ... 

Sooo, this is where they are: 
http://www.silveribex.com - some good info on making meshes for unreal-engine games...
http://www.silveribex.com/mt/archives/DeusExDecorationsForUnreal.zip
(oh, and i didn't just tell you that - nope, not me ;o.
 

8 - FRAGNBRAG (custom textures) 

- MyLevel contains all custom textures used. This has been done for obvious reasons and includes custom "fnb" textures and  ALSO includes a FireTexture made by ME, LOL! What a trip into wankyland!!! You can actually waste hours and hours fiddling around in UED's Texture Animation tool ... Original FNB content, animations, etc are indicated by "_rb" or "_fnb" in the textures name are free for use by anyone as long as proper credit is given, actually, i don't really care about getting credit anymore in UT99, so just help yourselves and have fun :)

9 - XEPPTIZ (for really useful forum posts)

10 - Flying_Killer 

Lastly, I want to thank Flying_Killer at Unreal Playground for organizing and 
assembling the CTC map packs, of which this map is for pack #3... GJ FK :)

- Guess that's it :) hope i didn't forget anything or anything...

- Frag ON!

--------------------------------------------------------------
 Play Information
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Game: Unreal Tournament
Level Name: CTF-CTC-Thadaus
Game Type: UTCTF
Botmatch: Yes
Single Player: No
Teamplay: Yes
Difficulty Settings: Only For Bots
New Textures: Yup, lots
New Sounds: No
New Music: yes, Winter.umx
Mods: No
Mutators: No

# of Players: 10-16 (best with 12 imo) 

Usual match FR for me was 50-60 range on my 1.8G-P4/9800pro 1024x768 using OpenGL.

I experienced a drop from the flag facing out where i get a dip usually down to around 
30 FPS for a moment - no big deal for me :)  Best strategy in high-poly maps is always to 
KEEP MOVING !!!  If you have a P4 or better and you get lag then you have something 
wrong with your PC, UT or video setups.

The map should work ok on P3's as well, but i did not spend a lot of time testing the map 
on my older system - However, I do get lag in spots due to the high polys/nodes/animations/meshes/etc (the usual shit =P 
REMEMBER NEW COMPUTERS ARE CHEAPER THAN EVER NOW, SO NO WHINING ABOUT FRAMERATES, K !!!

Relics are always fun too!

Enjoy!

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 Inventory
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----------------------
Weapons:
----------------------
more than plenty for 10-20 players ...

*** NO ESR ***

----------------------
 Armor and PowerUps:
----------------------
enough for 10-20 players ...

2 Damage Amplifiers
1 Kegs
1 Shield Belts
2 thigh pads

NO INVISIBILITY

Oooops!! I think I forgot Armour!!!

--------------------------------------------------------------
 Construction
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Base: Original Map

Build Time: As usual, on and off over a long time - 
i really have no idea but this one wasn't all that many 
hours compared to most of my maps.

Editor(s) Used: UnrealEd2, PaintShop Pro 8, PhotoShop 6


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Mods
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none ...


--------------------------------------------------------------
 Installation
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Unzip the CTF-CTC-Thadaus.zip file and place *.unr in your
Unreal Tournament/Maps directory, then either doubleclick on it,
or type 'open CTF-CTC-Thadaus' in the console or select the Map
in  a Botmatch or an Internet game.

*.unr files go in Maps/
*.utx files go in Textures/
*.umx files go in Music/
*.uax files go in Sounds/
*.u and *.int files go in System/


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 Additional files:
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 winter.umx	

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 Known deficiencies:
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- Well at least the bots do what they're supposed to do most of the time :)
but of course could have been better or made more aggressive ...

- A few small HOMs (edge HOMS) might happen in spots, i didn't notice any 
bad ones for the last little while ....

- Some spots the map looks basic due to lack of detail (which is usually 
diliberate in my maps)  for example, there's no trim around the edge of
base pits because trim brushes their were causing problems like 
HOMs or too many cuts, etc ... So the BSP IS WHAT IT IS !!! 
Do not attempt to lecture me about what should be where or I'll have 
to bite your heads off, LOL! grrrr ;) 

- Other than that everything else is non-deficient =P 

--------------------------------------------------------------
 Other Levels By Author:
--------------------------------------------------------------

-------------------
 UT99 Levels:
-------------------

1. DM-FNB-RingOfStones 
- Ancient - Alien world temple arena 
(released January 2003 - UT99)

2. CTF-FNB-SpaceJunk 
- Tech - Huge orbital space com platform 
(released August 2003 - UT99)

3. CTF-FNB-Rusty 
- Industrial - Big, gritty, rusty, wet, deadly 
(released January 2004 - UT99)

4. CTF-FNB-Rusty][ 
- Industrial - Improved version of "Rusty" 
(released February 2004 - UT99)

5. DM-FNB-BarrelOfFun 
- Industrial - mechanized unreal FUN! 
(released March 2004 - UT99)

6. CTF-FNB-SpacePods 
- Tech - starship CTF 
(released April 2004 - UT99)

7. DM-CTC-DeadlyWorship 
- Gothic - Mideaval religious deathmatch 
(released December 2004 - UT99 with CTC Vol.2 mappack )

8. CTF-FNB-HyperFrag 
- Tech - OMG another starship CTF  
(released as CTF-FoT-HyperFrag with Swanky's 
FlagsOfTime mappack August 2005 - UT99)

9. CTF-FNB-OrionsRevenge 
- Tech - Land-based sort-of future refinery type 
deal having an Orions Curse theme twist...  
(released September 2005 - UT99)

10. CTF-CTC-WarpCore
- Tech/Industrial hybrid - Retired Liandri Warp-Engine
Research and Development Lab
(released with CTC-Volume 3 map-pack - November 2005)

11. CTF-CTC-Thadaus
- Mideaval/Gothic/Fantasy hybrid - Large Mideaval CTF 
battle in a dusk setting ... oooooo!
(released with CTC-Volume 3 map-pack - November 2005)

----------------------
 UT2004 Levels:
----------------------

1. DM-1on1-Q2SuddenDeath
- Tech Industrial - fave old Q2 duelin' map
(released August 2004 - UT2004)

-----------------------
 Work-In-Progress:
-----------------------

OMG STILL lots of UT99 projects and a few UT2004 maps on the go - 
fortunately i've gotten back into UED3 at long last so hopefully 
i'll stick with it long enough to produce a map or two before 
the next UNREAL TOURNAMENT appears, LOL!

-----------------------
 Web-site:
-----------------------

As of January 2005  I no longer have web-site hosting so 
http://members.rogers.com/fragnbrag will be disappearing from 
the internet after a two year life time :(

oh well, I'll be looking into new hosting sometime - till then 
i'll be posting away at UP with any relevant news about my maps 
etc :D

For a look at screenies and info of upcoming FraGnBraG UT maps, view 
this thread in the UT BETA MAPS forum at Unreal playground: 
http://forums.unrealplayground.com/showthread.php?t=19689

All released FraGnBraG maps are available from:

Unreal Playground - http://www.unrealplayground.com/mapper.php?id=1014

NaliCity - http://nalicity.beyondunreal.com/view_author.php?aid=1908

Maps also available from MapRaider, Levels4You, and Insite!

--------------------------------------------------------------
 Copyright / Permissions
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=======================================
This level is copyright by Rob 'FraGnBraG' Burns 2001-2005.
Authors may NOT use this level as a base to build additional levels
without explicit permission from the Original Author (ME!!)
=======================================
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
(web/ftp), 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.
UNREAL TOURNAMENT (c)1999 Epic Megagames, Inc. All Rights Reserved.
Distributed by GT Interactive Software, Inc. under license.
UNREAL TOURNAMENT and the UNREAL TOURNAMENT logo are registered
trademarks of Epic Megagames, Inc. All other trademarks and trade
names are properties of their respective owners.

This ReadMe is BASED ON THE Template generated by UTReadMeTemplate.cgi
created by FuzzBuster{G3} for NaliCity.

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 COMMENTS AND SUGGESTIONS ARE ALWAYS WELCOME....
 HOPE YOU ENJOY THE MAP!
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FNB, November 1, 2005

EOF

