--------------------------------------------------------------
 CTF-FNB-SpaceJunk 
 by Rob 'FraGnBraG' Burns  
 ReadMe File for Unreal Tournament 
 Release Date: Wednesday, August 27, 2003 
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TITLE: 		CTF-FNB-SpaceJunk 
Filename: 	CTF-FNB-SpaceJunk.zip 
Version: 	1.00 
Player load: 	10+ (good with 20, maximum 30) 
Last Update: 	Wednesday, August 27, 2003 
Author: 	Rob 'FraGnBraG' Burns 

eMail Address: fragnbrag@rogers.com 

Author's Homepage: FraGnBraG Level Design 
http://members.rogers.com/fragnbrag 
(ok, i officially promise to update the website sometime soon :)

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 STORY:			
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During the Skaarj Wars, Earth's Terran Authority commissioned 
several space-based communication relay stations. These massive 
platforms were stationed throughout solar systems in the vicinity 
of Earth and were vital in maintaining active data-links with military 
starships and transport vessels operating in deep space. 

Since the end of hostilities with the Skaarj Empire, much of this 
now-derelict hardware was deemed surplus and thus earmarked for 
scrapping. 

Liandri Corporation, always seeking new locales for the ever-popular 
Unreal Tournament, purchased one of the floating behemoths for a song 
and quickly converted it into a CTF arena. Liandri engineers tuned the 
station's gravity generators to provide just enough zip for quick 
movement assuring fast-paced CTF action in new 
Liandri Space Junk Arena!


Rob FraGnBraG Burns
August 2003

--------------------------------------------------------------
 CREDITS: 
--------------------------------------------------------------
This map was inspired by a love of Unreal Tournament (of course) 
and by this bizarre need i seem to have have to continuously 
beat that damn editor and experience weekly bouts of anguish :p 


--------------------------------------------------------------
 Author's Notes 
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If you run UT on a 1.8g P4 (or better) the map runs pretty smooth.  

Sniping from high places is always a problem in UT, whenever you see 
a lot of terrain - this map's not that bad, at least I don't notice 
much lagginess on my (old) rig.  

The map has been optimized as an out-door level, not an indoor one,
so the overall FrameRate for the map may appear lower than expected, 
depending on your system/tweaking. This has been done to make flying 
around render more smoothly (ie. reduce or eliminate LAG) AND it 
actually appears to work :) 

Now having said all that, you really need at least a p3-1gig cpu and 
gForce2 card (or better) to play this map with any satisfaction. If 
your system is less than that, well, sorry :o)


*** DON'T BE A WUSS ;) LOAD BOTS 10-PER TEAM AND MAKE THEM GOD-LIKE ***

----------------------
 MAP Features: 
----------------------

1. Slight-LG:
	- normal z-axis traction on ground and objects.
	- LG floats u a bit in air but with normal X, Y-axis, but do watch 
	your step!!! you can jump of fall at least one level down given 
	your health status, but if you fall through two elevations with 
	low health you will surely die. heheh
	- With Air control at 65% (UT default), you can really "ZIP
	curve" off one of the side kickers, in fact, right onto the 
	flag base, even (hehe, now go ahead try that in a game, heheh :p

2. Long-range Kickers (8) 
	- fastest way across the map 
	- bots spawning at the base hub sides and back use these 
		as primary transport
	- FC can enjoy the ride once he's get to one, 
		IF he _can_ get to one that is ;)

3. XLOC friendly architecture 
	- yep, but watch out for cracks... 

4. boot-and-hammer-jumping areas 
	- there's lots of boots - sorry, but the bots really need them. 
	- hammer sends you far, but not too far (practice a bit first :)

5. "leap-right-and-you-can-make-it" architecture (lots) 
	- if you think you can't make it to a spot without boots
	or hammer, think again - you can get almost everywhere.
	you just have to find the way...

6. Sniping points available per base (5 primary spots)
	- just beware that you're not really safe in any of them

7. Defence points 
	- three main base defence spots for bots, but many possible 
	for humans

8. Warpzone portals (8 in middle)
	- these actually expand the layout of the inside middle area 
	considerably - the main route up into the middle structure
	is through two warpzone portals 
	- these two could be easily changed to be LIFTS if the Warpzones 
	portals prove to be faulty in ON-LINE games.

9. Teleporters (several)
	- check them out, they should all be obvious. Well, for the great big 
	one in the bottom area of each base hub, i'll leave it up to you 
	to decide how to use it... ok, ok - just jump right into the center of
	it -- you'll get the picture ;) 

10. There are NO Lifts, Elevators, Doors or other movers in this *particular* map. 
	hmmm, imagine that.... 



Well that's about it... so Load it up and start fragging!!! ENJOY


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 Play Information 
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Game: Unreal Tournament 
Level Name: CTF-FNB-SpaceJunk 
Game Type: UTCTF - note lots of fun with RELICS (especially speed :) 
Botmatch: Yes 
Single Player: No 
Teamplay: No 
Difficulty Settings: Only For Bots 
New Textures: No 
New Sounds: No 
New Music: No 
Mods: No 
Mutators: No 


--------------------------------------------------------------
 Inventory 
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----------------------
Weapons: 
----------------------
	Flak Cannon 
	Ripper 
	Sniper Rifle 
	Enforcer 
	Pulse Blaster 
	Gloop gun 
	Minigun  
	Shock Rifle 
	Rocket Launcher 
	Redeemer 

	**** NO ESR *****
	

----------------------
 Armor and PowerUps: 
----------------------
	Armor 
	Thigh Pads 
	Invisibility 
	Damage Amplifier 
	Shield Belt 
	Anti Grav Boots 
	Health Packs 
	Health Vials 
	Keg O'Health 


--------------------------------------------------------------
 Construction 
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Base: Original Map 
Build Time: The structure of what became the CTF base design was 
imported from a DM concept map i made in early summer 2001 (DM-FNB-SpaceJunk). 
The middle area was added in June 2003 and then the insides added 
in late July during the beta-test phase. All together around 60 hours 
of leisurely editing. Around 40 hours on bot-pathing and map testing.

Recommended # of Players: teams of 10 for best results. The map can 
support more players (with weapon-stay on), but performance drops off
with 30 players and things can get laggy.

Editor(s) Used: UnrealEd2 


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 Mods 
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none used

--------------------------------------------------------------
 Installation 
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NOTE THAT THIS MAP REQUIRES UNREAL TOURNAMENT BONUSPACK #4

Unzip the CTF-FNB-SpaceJunk.zip file and place *.unr in your Unreal Tournament/Maps 
directory, then either doubleclick on it, or type 'open CTF-FNB-SpaceJunk' 
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/ 

--------------------------------------------------------------
 Additional files: 
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Some imported textures used (MyLevel): 
	jupiter, 
	lens_wf02, 
	magellan. 
These are from texture package called AstroX.utx 
*** THIS UTX IS BY AUTHOR UNKOWN *** 

--------------------------------------------------------------
 Extended Description 
--------------------------------------------------------------
See the map's web-page at http://members.rogers.com/fragnbrag
 

--------------------------------------------------------------
 Known Bugs:  you're kidding right !????? JK
--------------------------------------------------------------

yeah, theres some minor bugs remaining but these do aversly affect gameplay 
- they _are_ minor and so i'm not going to bother fixing them unless i
get ragged to - enough time has been spent on this map already.

1. BOTS:
FOUR times I bot-pathed this bloody map!!!!! The first three times everything 
was great until I decide to make one damn little change - whether adding just 
ONE MORE APPLE, or re-arranging some apples or jumpspots, whatever, and then
the damn map would crash the ED and the path-network would never re-build 
again - each time this happened causing me to eventually do it all over from 
scratch. 

1a. No pathing on certain objects and parts of the map. Trying to path these 
areas cause/contribute to the path network corruption. This design, or more 
likely the resulting BSP, seems to be very bad for BOTs, but not humans luckily :)
So if you see a poor stranded BOT on the edge of the map then kill him, and 
thank you. btw, they are often not stuck if they are near the hub area, they 
will either attack or jump down sooner or later. 

1b. So, having said that, this LAST time round it works, it ain't perfect, but I'm 
not doing another thing to the map unless it's to take stuff out, or replace 
the warpzones (that may be neccessary, we'll see).

2. KICKERS:
Bots like to jump straight up and down sometimes for whatever reasons, they may 
just do that until they miss and die, you could take the opportunity to sharpen 
your skeet-shooting skills from one of the sniper posts, that's what i do :)
They usually go forward, but sometimes still want to trampoleen... oh well.
(btw, there is _NO_ reliable fix for this, nuff said) 

3. JUMP-SPOTS:
Bots that have boots will jump up to grab the flag or get closer to it. Bots with 
no boots try and jump up, but of course fall short and then keep trying until 
interupted. 

4. WARPZONES:
Occationally bots get stuck in these - please shoot them if you notice this.

5. BENEATH-VIEW of the station is ugly:
OK, well it's UNLIT. This gives about 5 FPS back to the average. I would suggest
if you fall off into space, look up and don't like what you see, then just close 
your eyes - you will be dead in .5 seconds anyway......

6. HOMMIES:
There may be some remaining (I didn't notice any the last build tested) BUT 
if you notice something please let me know, either in the "UT Map Announcements"
section of "The Unreal Playground Forums" in the maps thread, or send an email 
to "fragnbrag@rogers.com". Many thanks in advance.


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

1. DM-FNB-RingOfStones (released January 2003) 

This is a large ancient themed map, featuring an alien world temple,
some very strange and surreal scenes, caves, and includes the fantasy 
artwork of Luis Royo, accenting the temple interiors. The map also 
contains some ESR rifles (yes, i admit that's a mistake :) The bot-pathing 
was re-done for me by Cobra (from the UnrealPlayground, a bot-pathing expert)
prior to final release because, well, because my bots simply *sucked*.
They can be pretty aggressive when set to *Godlike*. 


2. Several unreleased alpha and some beta maps 
- Please see my web-site for details and status of these map projects


3. Further info about FraGnBraG UT maps is available at

	http://members.rogers.com/fragnbrag

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 Copyright / Permissions 
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=====================================================================================

	This level is copyright by Rob 'FraGnBraG' Burns 2002/2003. 
	Authors may NOT use this level as a base to build additional levels 
	without explicit permission from the Original Author. 

=====================================================================================
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. 

--------------------------------------------------------------
 COMMENTS AND SUGGESTIONS ARE ALWAYS WELCOME....
 NICE ONES GET RESPONSES
 POINTLESS, NASTY ONES GET DELETED
 HOPE YOU ENJOY THE MAP!
--------------------------------------------------------------
FNB, August 27, 2003

EOF
