SEE VERY BOTTOM IF YOU NEED HINTS.

This map pack is an *exclusive* download of Unreality.org until 6 PM EST Friday, 29 October 1999.
We ask that you please do NOT upload it to your website before that time. We'd respect your
wishes, please respect ours. After aforementioned date and time this file can be freely
distributed as long as it is not on a medium that involves the transaction of money.

			2113: Peril on Mars: An Unreal Map Pack

Map #1: Hope Among the Dead : author Mark Simmons <Mark@simmons.freeserve.co.uk>
Map #2: The Warlock With The Gilded Claws: author David Münnich <DavidMuennich@gmx.de>
Map #3: The Banner of Blood : author Eric Evans <evanse@earthlink.net>
Map #4: Zero of the Night : author David Münnich <DavidMuennich@gmx.de>
Map #5: Out of Cold Spaces : author Paul Roberts <paul@paucr.force9.co.uk>

Begin/End Level Prefabs by David Münnich

Designer/Producer/Story: Bren86 <bren86@gmx.net>
Beta-testers: Bren86 and David Münnich

Background Story for 2113: Peril on Mars:

From Earth, the surface of Mars appears to be made up of a network of dry canyons. Supposedly 
they were formed by molten lava or water flowing through the planet's core over time. Finally 
when the planet cooled and the surface hardened, the canyons dried up. For hundreds of years it
was thought, through unmanned exploration of Mars' visible surface, that Mars was uninhabitable.
The air was too thin and cold to support human life. However, when a team of astronauts made a
voyage to Mars in 2099, they climbed down into the canyons and found that as they went further
down, the air warmed and their instruments indicated the air within the canyon was more and more
like Earth's air. On later missions the astronauts found vegetation at the base of the canyons,
and that animals they brought with them were able to breathe in the new environment. The terrain
and atmosphere within the canyons is inhabitable and able to support human life. The area within
the canyons is named Mars' Lower Surface. Theo Ransom (tentative name) is an explorer on contract
with Earth's Endeavour Space Cooperative. Along with a dozen other men, Ransom is surveying the 
newly discovered Lower Surface of Mars on a voyage in 2113. The explorers are surveying the 
ground so that a decision can be made on where to build a permanent space-port so that larger
numbers of people can be brought to the inhabitable areas of Mars. One day Ransom and his partner
are surveying a hilly area when his partner is fatally injured after a landslide covers him with
heavy rocks. As Ransom is starting to head back towards the explorers' campsite, he is confronted
by a tall, quick reptilian creature with a wooden rod and knocked over the head with the rod,
making him lose concscious-ness. Ransom awakes to a pugnant smell in a damp, musty holding area.
His side has been torn open and scraped but strangely stitched back together. A bloody cut is on
his head next to a swelling bruise. He soon discovers the smell is coming from rotting corpses
that have been slaughtered. At first Ransom kneels next to the wall and cries softly, overcome
with fear. But he decides that to stay in his holding cell will surely mean a horrible death at
the hands of the savage reptile creatures. Gathering his calm and courage, Ransom walks slowly
down the hallway towards a light, hoping that maybe the area is deserted and he will be able to
escape...

Special thanks to:
Preacher @ Unreality for hosting Team86 and posting shots :-) You too, Orpheus.
"Kew" for early design advice, you shaped this pack a fair deal, man. :-)
Some on #unreality for encouragement.
Phantal and Necrophobic my scripting buds for their encouragement.
Tim Sweeney for a great game (it was worth the wait). You brought user-made stories to life
with ZZT and now again with Unreal. You're a provider of dreams, a kindle to imagination.

ID Software, this pack was originally based on the gameplay of Wolfenstein 3D but has since
evolved. But the episode structure of Wolf3D definitely influenced part of this pack. Hey,
don't sue us, it was originally based on an idea, Peril contains no ID content nor even
resembles Wolf except for the annoying Krall and the prefabs. :-)

Also, the background story I modified slightly from ideas expressed in C.S. Lewis' 
book "Out of the Silent Planet".
Level titles (except for map #1) are based on phrases from poems by Stanley Kunitz.

Bren86 would like to thank:

Paul Roberts for being the first mapper to join Team86, being patient, and being open to tweaks.
All the best, Paul.

David Münnich, without whom this project might be dead. It was a lot of fun to send e-mails back
and forth, hope you don't miss me being in your Inbox as much now it's done. Good luck, David!

Eric Evans, for helping me with some of the logistics of level areas and setting. Also for hosting
maps in the early days. And for being so flexible. Thanks, dude. :-)

Mark Simmons, what can I say but you turned my waking dreams for this pack into living 3D. You're
one hell of a creative LD. Can't wait to see what you'll do next.

Henrik Hansen, aka Preacher @ Unreality, for being so supportive in the early days and for pimping
this pack a lot. A project like this could only thrive at a place like Unreality.org  Thanks, man.
(And of course, also thanks to Game Reactor!)

And thanks to Martin@unrealnation, for mentioning us there.

Also thanks to Pitt@unrealuniverse, who posted the news of our map pack over a month after I sent
his website a press pack, but at least you were kind enough to post it. ;-)

The idea for this pack was developed in late July and work progressed from then until now. We only
missed our original release date by two weeks, I'd say that's not too bad. :-) We had a LOT of
FUN. Let's take a break. :-)

http://www.unreality.org/team86/

Look for Strange World: Part 4, coming soon from David Münnich.
Also, in stores soon is the Unreal engine game The Wheel of Time, http://www.wheeloftime.com

10/25/99
Bren86

HINTS: 
in map #1, look in every cell for the key and also in the basement. Some of the crystals
are in a hidden cave. Look for it. At the end stay close to the cage and keep the W*****d
on the oppisote side. Make sure you save before the cage room.
After defeating, cross back over and hit the switch on the right.

Map #2: At some point you will have to swim very fast through an underwater pipe. SAVE
BEFOREHAND.

Map #3: There's a switch by the stove. Shoot it.
Map #4: If all else fails, shoot a chain or a wooden door. Hurry across the bridge.
Map #5: Find the Nali and get him to open stuff. The platforms are opened in sequence. After
defeating the Titan, either be crafty or run like hell to the end. Krall are everywhere.