DM-ArtGallery1_3, Release 1.3

30-May-2001

RELEASE NOTES

Big pot & plant in corner discretely modeled now. Have fun playing on it!

Can't seem to increase max no. of nukes a player can carry without altering scripts. Darn.

A few tricks to improve BSP.

More flares in the tunnels.

Pots for target practice on table.

Camera moved closer to table for back & forth action.


DM-Fred, Release 1.0

24-May-2001

Initial release.


PARENTAL WARNING

The artwork hanging in the Gallery includes some partial nudity. Possession of the map or connecting to the server is your responsibility, and by running or utilizing any server offering this map you are certifying that it is legal to do so in your jurisdiction and that you will defend and indemnify Fred Morris and Gayllynn Smiley against any claims arising from your use or display of this map, arising from this or any other cause. Personally I've seen more nudity in a Calvin Klein underwear ad, but they probably didn't show those in Singapore or Saudi Arabia either, eh?

SUMMARY

This is a low-grav combo level, with a large art gallery and a tunnel system. It is possible to walk the entire map alternating via teleporters between the room and the tunnels.

DISCUSSION

I've been playing Unreal on the Mac for a while. For reasons which I won't go into, I was researching cheap CAD packages and it occurred to me that oooerr, Unreal has an editor. I didn't have high hopes, but what the heck I bought the PC GOTY version. I'm impressed: a CAD package with a cross-platform, multi-user interactive viewer, that does ray tracing, for under $50!

So, this got to be a little more than "pure research", and I figured I'd turn it into a real level and give something back.

The game plays about the same on a 333MHz iMac and a 500MHz K6; graphics are much cleaner and sharper on the Mac. If you want to really study the ray tracing and see it in action, run it on a PC, watch the stairstep aliases.. can't see this artifact on the Mac.

I do hope you like the lighting, I spent a lot of time working on it. I know, it's really bright. Maybe I should reduce it, yeah maybe. If I actually get any feedback, I'll take it all into consideration.

This is probably my first and last public map, and it's not going to see too many updates, but I will try to get a couple of bug fix/enhancement releases out over the next year if there is sufficient feedback.

DETAILS

YOU WILL NEED YOUR TRANSLOCATOR TO NAVIGATE THIS MAP. The only walkable connection between the room and the tunnels is through the hole by the glowing ball; there's a small room back there, with a slanting hole in the floor; you can fire your translocator through here, but you won't fit by yourself. Alternately you can use your translocator to get up on the table (easy) or into the camera (very tough, you have to jump first and fire in the air to get the needed height).

Anyway, once you're through here there are portals at the end of the tunnel on each level; if you stay on a level and walk through a portal, then find the next portal in the gallery room, then walk through the (next) tunnel level and so on, eventually you'll walk the map. There are 7 tunnels, with mine shafts connecting them on different levels; the shafts are smooth-walled, the tunnels aren't. You'll also notice that the light is greenish when you're on a level.

Except for the end of the room with two pictures, all portals are paired on the same logical surface; at that end of the room, there is a portal on each picture. The portals in the track lighting are on the mounts at opposite ends of the room... of course!

You can't pick up the flares in the shafts and tunnels, but walking over them will set them off. It's up to you, you can set them off if you want or need more light. It's pretty darned gloomy down there.

I had huge polygon troubles on the table until I added the square piece in the center; that seems to have fixed it.

Except for the Keg O' Health in the box on the table and the vials in the corners, there is no health in the Gallery. There are no weps in the tunnels, but plenty of health.

Shield belt is in the bottom-most tunnel.

Most weps are down low, with the following exceptions: additional sniper rifles in the camera and on the table; there are nukes up on the track lighting; a flak launcher in the camera. Ammo is, well, around. You will have to move around to collect it.

The nuke will reach across the big room. Range of the rifle, pistol, shock rifle and razor gun is about 1/3 the long ways in the big room. Rockets and flak are effective at about 1/4 the long ways. All others are shorter range. There are pots on the floor at one end of the room and on the table to test the range of weps.

Invisibility in one corner of the Gallery floor, and on top of the camera lens body.

Falling from the track lighting to the floor will hurt or kill you. It's advisable to leave your locator beacon in a convenient spot if you can.

If anybody can tell me what de.int and de.u is, please do so I can kill the sucker.

Be sure to visit our pottery room!

ARTWORK

The artwork is courtesy of Gayllynn Smiley. She produces fantasy and erotica pieces in pen & ink and oils. She's had several shows in Seattle. The various pieces are copyright (c) 1993-2001, and are for use only in this game; you may not use the textures in another game or for any other purpose.

COPYRIGHT AND LICENSE TO USE

Copyright (c) 1993-2001 by Gayllynn Smiley, and copyright (c) 2001 by Fred Morris.

You are granted a license to use this map under the following conditions, and only under the following conditions.

You may open it up in UnrealEd (go ahead!). You may not copy or extract the textures from the map for any purpose.

You certify the use (either redistribution, playing or serving as appropriate) is legal in your jurisdiction.

You may redistribute this map, so long as there is no charge specifically for the map or based on the perceived value of the map and you include this copyright and licensing statement. You agree to take reasonable measures to ensure that your recipients honor this license, if asked.

The law governing this license, and the legal venue for all actions shall be in a court of competent jurisdiction located in the State of Washington, United States of America. If the laws of your jurisdiction invalidate any portion of this license agreement, then you have no license to use or possess this map.

CONTACT INFO

To contact Fred Morris or Gayllynn Smiley, address your inquiries to the appropriate person via one of the following:

regular mail:

6739 3rd Ave NW
Seattle, WA, USA 98117

telephone:

206.297.6344

e-mail:

m3047@inwa.net

web site (nothing much to do with Unreal):

http://www.inwa.net/~m3047/hot-list.html
