================================================================
Title                   : Revenge League Edition
Version                 : 102
Release Date            : 19th December, 2001
Filename                : CTF-Revenge-LE102.unr
Author(s)               : Chris 'Plutonic' Blundell
Email Address           : plutonic@plutonicdesign.com
Web Page                : http://www.plutonicdesign.com
Other levels by author  : DM-Obsessive, CTF-Urban_Uprising, DM_Urban_Terror, DM-Compulsive, 
			  DOM-Frantic, DM-Frantic, CTF-EventHorizon, CTF-Conquest, 
			  DM-Fool'sBravado and Dm-AggressiveTendencies][ (for UT)
			  DmAggressiveTendencies, DmTerminal_Intent, DmWasted, 
			  DmRifles_and_Rockets, DmCrossover, and DmPortalXGN (all for 
			  Unreal)
			  DM-ElementalArena, DM-Glacier (for Rune)
Additional thanks to    : Cryton for proposing the LE version of Revenge and being
			  presistent enough to get me past my initial reluctance to make
			  another version of this map.  His advice during the preparation
			  of this league edition has been invaluable.
			  GreyTiger for sorting out a problem I encountered with 
			  alternate bot paths in the original version
What's changed?    LE102: * Invisible Collusion Hulls added in front of floor fans to stop
			    flag-dropping.
		   LE101: * Pipe in midfield made thicker to stop flag-dropping.
(Thanks to 	  	  * Window near shock-rifle looking out to midfield made thicker 
Cryton and Revenant)	    to stop flag-dropping.
			  * Lifts don't kill now; instead they take 50 health.
			  * Lifts stay high for 2.5s rather than 4s.
			  * You could drop the flag in a gap by the three crates that are 
			    above the armor. Now blocked.
			  * Some textural work here and there. Floor texture in the flag 
			    room aligned.
			  * Invisible sheet above shield belt raised.
			  * Some light fittings rationalised for speed increase.
		          * Flak ammo rotated 180° so it's symmetrical.
			  * LevelInfo is now CTFgame by default rather than DM.

		   LE100: The essential purpose of this version is to make it more
			  suited to online league matches at servers like Barry's World.
			  Removal of one path in order to simplify the flow of the map
			  some what and alterations to the geometry to reduce the polygon 
			  and node counts represent the most significant changes.  One of 
			  the paths into the bases has been 'chocked' with crates.  Other
			  minor cosmetic changes are abound.

================================================================
--- Play Information ---
Game                    : Unreal Tournament
Level Name              : Revenge LE 102
Single Player           : Botmatch (full bot path noding)
Cooperative             : CTF
Deathmatch              : 6-12 players suggested (13 player starts per team)
Dark Match              : No
Difficulty Settings     : Nil
New Sounds              : Nil
New Graphics            : Nil
NewUnrealScript         : Nil
External DLLs           : Nil
Known bugs              : See author's notes below.

--- Construction ---
Editor(s) used          : UnrealED2 Beta
Base                    : None
Construction Time       : 80 hours

Installation
------------
Unzip the .unr file into your Unreal Tournament/maps/ directory and enjoy.

Author's Notes 
--------------
I sketched the layout that became the bases in my 'ideas book' about 3 months ago. 
Originally it was going to be a 1-on-1 DM map, but it occurred to me that the layout 
made for a great CTF base: lots of intense action on multiple levels. There is no where 
to hide once you have the flag, so you'd better run fast and hope that guy with the 
sniper rifle is a poor shot!

There are numerous interconnected paths between the bases. My intention was to provide 
an opportunity for tactical play for both attack and defense.

The industrial texture theme seemed most appropriate for the layout of the map. I am sure 
that there will be comment about the similarities between the textures in Faceless' 
Seraphim and this map. I just like the run down, grungy feel of the combination of 
textures that I have used for this map.

The poly count stays within 200 and under 300 nodes, as a result this map should run 
smoothly on most machines (400 MHz and above).

Thanks to
---------
League Edition: Cryton for his invaluable support and guidance.
Beta Testing Team: Cryton, Cooltonic, Vape, Subtonic. Megatonic, Beasty, Friend, GreyTiger, 
Vicx, Lionel A, Browndog, Harmonics.

Copyright / Permissions
-----------------------
This level is copyright Chris Blundell 2001.

Authors may not NOT use this level as a base to build additional levels.  This map may 
NOT be modified in any way without the author's express, written permission.

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 have a
tendancy to do just as such or any other major ftp that bundles cd-roms
out of what they carry.

You MAY distribute this level through any electronic network (internet,
FIDO, local BBS etc.), provided you include this file and leave the archive
intact.

----------------------
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UNREAL TOURNAMENT (c)1999 Epic Megagames, Inc.  All Rights Reserved.  Distributed by
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logo are registered trademarks of Epic Megagames, Inc. All other trademarks and trade
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