Warning: The following readme file contains an ungodly number
of ellipses . . . proceed at your own risk.

Author               :Wayne Arnold
Email                :oosyxxx@yahoo.com (OOSyXXX was a 
character in the movie and N64 game Goldeneye--it is
pronounced "Double Oh Six," like how James Bond's code
name is pronounced "Double Oh Seven," got it? "So we meet 
again James . . ."

Game                 : UT
Title                : DM-The Real
Release date         : April 2, 2000
Filename             : DM-The Real.unr
Bots                 : Hell JYEAH! 1-5 (five is asking for 
chaos and a low framerate)

Editor used          : UnrealED
Construction time    : many moons (and farts)
Drugs consumed       : encapsulated guarana and ma huang 
extract in the form of Ripped Fuel
PC on which built and tested : Built with an Etch-A-Sketch (I
have the power of Greyskull!), tested on a 450 Celeron
w/128 megs of ram, Voodoo 3 3000. 

Installation:
Unzip DM-OOSyXXX's Arena into the UT/maps folder; OOSyXXX's 
Q3 textures into the UT/textures folder; and the jumppad
files into the  UT/system folder. If the jumppad files are 
identical to ones you already have (and thank you to whoever
made the jumppads), simply decline to write over them.

About this map: DM-OOSyXXX's Arena is based on a map from the
N64 game Turok 2. Though Turok 2 was/is a slow, bland, and
frustrating game, it had a few conversion-worthy maps, this
being one of them. I chose a Q3/Doom 64 atmosphere/theme for
this map and I think it works rather smashingly. After 
much fiddling, the bot-pathing works well and this can be 
played with bots or online, *though it is meant for online 
play*. I recommend this as a one-on-one map for online play, 
and 2-5 bots for single player. I recommend that you turn the
lighting on the monitor all the way up, as well as the game's 
brightness all the way up. Use of the translocator is 
*highly* recommended as it allows you to navigate the level more 
effectively overall and also get the powerups
beneath the Q3 symbol (btw, I made that
brush myself, anyone can use it
if they want to) in the central room and 
I feel having those powerups in the pain zone are justified 
because they
are difficult to get to because bots tend to congregate in 
that room and it is difficult to shoot the translocator in 
there, so more often than not, you will die if you try to 
obtain the powerups (pardon the run-on sentence). 
I also want to note that the lighting
in the central room may make the game seem framey but it is 
actually a flicker effect--not slowdown to due excessive poly
and node use/usage. I like this effect because it is slightly 
hard to see and adds to the sense of despair, also making it
harder (and more rewarding and exciting) getting to the 
powerups. 

About the author: The author is a junior at Minnesota State 
University, Mankato, majoring in mass communications who 
started learning UnrealEd a few months ago. This is his first
level that is being released to the public. He hopes that 
the community enjoys it. Here are some pictures of the author,
in case the reader is bored and wants to pass time before
playing this Magnum P.I. opus.

the author wears his green adidas . . . uh . . . uh . . . his 
adidas--
three of the four members of Grapefruit Productions
http://www.angelfire.com/mn2/gigglesmcsneaky/images/3amigos.jpg

the author proves that "Getting powerbombed through a 
steel-folding table is life . . . the rest is just details."
http://www.angelfire.com/mn2/gigglesmcsneaky/images/nomoretable.jpg

the author shows that he is a fun-loving, good spirited, 
warm-hearted person by smiling while standing on a cute 
little adorable rail of potential catastrophic paradoxical 
quizzical untimely demise . . . or something
http://www.angelfire.com/mn2/gigglesmcsneaky/images/me.jpg

the author knows this person, but does not freely admit to it 
(except in readme files)
http://www.angelfire.com/mn2/gigglesmcsneaky/images/JerremyPizzaFace.JPG

wehhhhhhhh-yellllllll . . . WELL IT'S THE BIG SHOW!
http://www.angelfire.com/mn2/gigglesmcsneaky/images/chokeslamblur.jpg

Recommended UT sites:
http://www.unreality.org/painfuldetail  for skins and voices
http://www.planetunreal.com/nalicity    for maps and the 
nali city bbs
http://doe.lowlife.com/database/unreal/master.shtml  
for editing tutorials


Credits: RARE for Goldeneye, id for Doom and Q3, and Acclaim
for (a few aspects of) Turok 2, MoUtH4wAr--the man who saved
me from having to start all over thanks to his editing
genius--and of course . . . 
Wayne . . . Kevin . . . Arnold . . . 
The Whole . . . 
|=(_)[|{|\| . . . 
SHOW!

Copyright / Permissions

Authors MAY use this level as a base to build additional 
levels (didn't expect me to say THAT, didja?). However, 
you are NOT allowed to commercially exploit this level 
because the textures are copyrighted by id and 
the architecture is a conversion of a 
Turok 2 level. I am in no way 
commercially exploiting this level and I am a poor college 
student so don't think about suing me, Wayne Arnold, over 
using id's textures. 

You MAY distribute this BSP through any electronic network 
(internet,
FIDO, local BBS, through the grapevine, over the telephone,
in footballs, etc.), provided you include this file and
leave the archive intact. Actually, you don't have to, it's 
not like I'm going to bust a cap or anything.

UNREAL (c)1998 Epic Megagames, Inc.  All Rights Reserved.  
Distributed by GT Software, Inc. under license.  UNREAL and 
the UNREAL logo are registurd trademarks of Epic Megagames, 
Inc. All other trademarks and trade names are properties of 
their respective owners.

"Don't just turn your back again, try and read between
the lines."

 

  