================================================================
Title                   :DOM-Assiniboine Cavern
Version                 :1
Release Date             November 21, 2002
Filename                :DOM-AssiniboineCavern
Author(s)               :Robert (Idlewild) McFarlane
Email Address           :idlewildstudios@rogers.com
               
Description             :Large ancient cavern with connected complex of rooms, water                                 passages and corridors.

Where to get this map   :Unreal Playground
Other levels by author  :First Map
Additional Credits to   :Gudgeon (Cykobot) Geddes, for many tutorials and on-going                                   help.

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--- Play Information ---
Game                    :Unreal Tournament
Level Name              :DOM-Assiniboine Cavern Complex
Single Player           :No
Cooperative             :No
Deathmatch              :Yes (Separate Download)
Domination              :Yes (This is the same map as the DM version, except for a few                                   texture changes and re-alignments in some areas.                                            Ambient sounds were tweaked and a few additional weapons have                               been added.) 
                             Due to the size of the map, increasing the time limit and/or                                Max Team Score is                                                                           recommended. There are 5 Control Points.
Dark Match              :No
Difficulty Settings     :For Bots only.
New Sounds              :No
New Graphics            :Custom Texture Packs used; cbrad_indus, City_Tex3,                                          Quake3, Quakearena, Richrig, SSColdSteel, Sindemo, To_Alien
NewUnrealScript         :No
External DLLs           :No
Issues                  :-This is a very high-poly map! Lower end systems will                                        experience system slow-downs.
                         -Bots have difficulty manouvering in many parts of the map,                                  although I have seen them in almost every area. They get hung up a                           lot. The focus of the map design was for online play or with                                lan opponents. Therefore more consideration was given to                                    maintaining a play balance without bots.                       
                         -The first method I used in building staircases was to duplicate                             rectangles and lower or raise each successive one. The seams                                show. The workers have been retrained!                                                     -A few areas have the "greening effect". This was not corrected                              with lighting changes because the effect suits the areas and the                            map mood.                                                      
                         -There is a slight player block when ascending the spiral stairs,                            depending on how the stairs are taken. A small jump or mouse                                movement clears it. (I'm out of time!)

--- Construction ---
Editor(s) used          :UTed2
Base                    :None
Construction Time       :?? ... a long journey, lasting many many hours! 


Installation            : - unzip the .unr file into your UnrealTournament/maps folder.
                          -   "    the 6 .utx files into the Textures folder.
                          -   "   this readme into your Help folder.
------------

Extended description:

History
                        
In the very early months leading up to the formation of the Tournament's organization, the Liandri Corporation wanted to be assured of their control over every aspect of the venture. Towards this end, they made ready a Tournament arena and training facility for their own warriors, with the hopes of capturing most of the prize money. Realizing that many combat sites on earth as well as throughout Deep Space would be available for combat, the Liandri Corporation has opened up this facility as a premium venue for Tournament matches.

The chosen site was a recently re-discovered geological and archaeological phenomenon, which had been referred to only in rumour and legend as the Assiniboine Cave. However its'access opening had remained hidden, until the day a Liandri exploration field team uncovered the small crevice which allowed entry to the labyrinth below the surface. The Liandri Corp. rushed to purchase the site and much of the surrounding land. 
The cavern is located on the side of Mount Assiniboine (3618 metres), in what used to be the Assiniboine Provincial Park, Alberta, Canada.

A fantastic surprise awaited those who re-discovered the cavern.
The natural cavern had been inhabited by a very ancient people whose identity remains a mystery. They developed a series of passages and rooms with an obvious religious intent. However, another presence is found in the cavern and the surrounding complex. Others, obviously visitors from Deep Space had further developed the site for what appears to be scientific experiments, the nature of which also remains a mystery! Large holding tanks and water passages had been built and much electronic equipment was left...all up and running!
Upper areas of the complex were built close to the rock surface which had hidden the Cavern from the outside world. Liandry Engineers opened these rooms to the outside world with the installation of skylights. The existence of the Cavern complex is no longer just a rumour or secret.

The mysteries of the Assiniboine Cavern continue beyond what is accessible now. A room accessed by large security doors acts as a hub (and processing room) to other closed sections of the Complex as well as to the outside. The entire area surrounding the cavern is closely guarded and entrance is strictly forbidden to all except Authorized Personnel Only! Additional areas will be opened for public use as soon as the Liandri Corporation is able to make the necessary modifications. 

Rumours abound as to what else will be discovered beneath Mount Assiniboine, and it is hoped that the identity of those who inhabited the cavern so long ago will become known. Scientists are still searching for the purpose and secrets of the experiments which had been conducted there and are continuing to search for clues as to the identity of those responsible for the developed technology left behind.



--------------------


Author's Notes: DOM-Assiniboine Cavern is dedicated to Geoff (Gudge) Geddes, a.k.a. Cykobot.

This is my first map. I started by following basic tutorials written by Gudge, veteran UT mapper from DownUnder. The map branched out from the two initial rooms of the tutorial and with each attempt to create what I imagined, problems developed as they do for all mappers, especially Newbies. I was fortunate to have extended to me sooo much experience and expertise in the way of help and advice from Gudge. Problems were solved and my experience has grown. Although this map is my creation, it would not exist with the features and detail it has, were it not for the help I recieved. Thanks Gudge!!!!

Game Play: This map has been designed primarily for Lan play or the Internet. It is also very high poly in places and so system slowdowns are likely except on very "high-end" systems. This is a "closed loop" map, meaning that all the sections are interconnected. (The one dead end room will be included in my next map).

It is strongly recommended that the Translocator be disabled. It is my intention to have players move to the various sections of the map without the advantage of the Translocator. The map is designed for more realistic movement where the time it takes to move from one section to another becomes an important aspect of survival tactics, offensively and defensively. (I realize this type of map/game-play is not favoured by many. However, I have often seen requests for larger maps).
To some extent I have tried to produce areas that are desirable to capture, either for the safety and defensive coverage inherent in the location design, or the pickups available there...or both. Often, a "fortress" style of defence or offence is necessary. Don't let yourself get too comfortable thinking you command a prime location, one that all players will covet and undoubtedly pay a visit to!

I became interested in gameplay whereby you can see opponents, but you can't easily get to them or shoot them. There are numerous examples of this. The strategy required to rule in the Cavern Complex therefore often needs some on-the-fly tactical modifications as a result. 
The various movers are timed differently for realism and drama. Several will kill if they're not used properly. Also, there is no Scuba Gear. Players need luck and skill to safely transverse the water passages. If you venture into the tanks, the benefits must seem to outway the risks.

There is an abundance of health, ammo and weapons throughout. I tried to maintain a balance in some areas by including or excluding certain weapons and pickups. Also, many of the respawn times have been increased considerably from the default settings. This further helps to create a balanced gameplay.

Discover other gameplay features and other ways to either rule or perish in the Cavern Complex, without being shot, or falling into the cavern... hehe!
The Complex is a dangerous place! 

*** Remember***Don't curse the Assiniboine Cavern. Learn to stay alive in it! Good luck!                   You'll need it!!!!
               Don't forget to disable the Translocator!
            
Credits: -I would like to thank everyone who developed the fabulous Unreal Editor 2 and               included it with Unreal Tournament. 
         -Thanks to all the talented people who made the fantastic textures used in this              map. * See below ***          
         -About a month prior to the release of CameraSpot, I was wondering if it would be            possible to have a "closed circuit camera so that another part of the map could             be viewed during game play. My hopes were answered with CameraSpot, which works             beautifully! Thank you Mychaeel!
         -I would like to thank all the talented members of Team Vortex who developed the             FireFly Actor...very kewl!
         -Thanks to the composer of QueenSong, the music I chose for this map. Please                 email me about your music so that I can give proper credit in this readme.

*** If I have used textures without obtaining required permission, or giving credit where       due, please contact me: www.idlewildstudios.com

-Once again...thanks Gudge for all your energy, patience and expert help!!!!
         
--------------


Copyright / Permissions
-----------------------
This level is copyrighted by Robert McFarlane, Idlewild Studios; September 16, 2002.

Authors may not NOT use this level in whole or part, as a base to build additional levels.

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,
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.
