================================================================
Title                   : The Vigil 99
Version                 : 1.22
Release Date            : 2.2.1999
Filename                : Vigil99_220.zip
Author(s)               : Holger Huck
Email Address           : hhuck@pool.physik.uni-dortmund.de
Web Page                : 
Description             : kind of revival of Wright Bagwell's great Vigil for Quake
			  (pub/idgames2/levels/v-z/vigil.zip). You fight new monsters
			  with all new weapons! Although I did not 
			  include new models, all changes made have serious effects on gameplay,
			  so make sure to read HHweapons.txt carefully! The Shotgun, Freezer, Proximity
			  Mine Launcher, Trooper Shield, Shrinker and the BFG 20000 are completely new.
			  I also included MANY new textures, mainly from crack.com's Golgotha stuff
			  and a few new weapon sounds.		
Where to get this map   : DeCyber Unreal (http://decyber.solgames.com/unreal)
Other levels by author  : DMVigil98, which contains the very Basic Architecture and no scripting at all.
			  Perhaps I set up my HHweapons package for Deathmatch in the next months.
			  Soon to be released: The StoneKiller TC by Inferno Interactive
			  (planetunreal.com/inferno), with one level by me	
Additional Credits to   : DeCyber Unreal,
			  Epic Megagames (http://unreal.epicgames.com/), id, crack.com for the free Golgotha
		 	  stuff, Epic Megaboard, Epic Tech Page, Planetunreal & all hosted sites, Unrealized,
			  UnrealEd.net, Portal, Chimeric, WOD, Inferno Interactive and everyone working on
			  the StoneKiller TC (like me), every Unreal site I did not mention and the whole
			  Unreal Community in the net.

			  My alltime Leveltesters Bernd Kubiak & Bjoern Henckens
				 & Martin Wortmann & Gunnar Schicht.

			  Wright Bagwell, MEXX(mexx1-10), Dario Casali(prodigy_se), 
			  Matthias Worch(partial_conversions/bbelief; recently worked on SiN).	

			  Dexter&Didi & Cow&Chicken & I am Weasel&I.R.Baboon.
			  All my friends and my family for letting me be so heavy.
			  Everyone I forgot.

Converted to 225f by []KAOS[]Casey

================================================================
Compatibility issues
------------------------------
You need Unreal version 2.20 to play this levels!
Read v99history.txt for the changes made since v1.0

================================================================
--- Play Information ---

Game                    : Unreal
Level Name              : v99start.unr
			  Vigil99.unr
			  V99End.unr
Single Player           : YES
Cooperative             : No
Deathmatch              : No
Dark Match              : No
Difficulty Settings     : Yes. Simply doubleclick on v99start.unr and walk through the teleporter to
			  select your favorite (Easy recommended for newbies).
      			  If you think it is impossible to survive you may read the Hints. 
New Sounds              : Yes
New Graphics            : Yes
NewUnrealScript         : Yes
External DLLs           : No
Known bugs              : - the KillCounts Scoreboard doesn't work perfectly yet, as you don't get
			    MaxKills everytime. Not yet sure why.
			  - pathnodes & monsters using elevators don't work yet,
				but that's O.K. due to difficulty & framerate
--- Construction ---
Editor(s) used          : UnrealEd ver. Beta
Base                    : New level from scratch
Construction Time       : Lost counting after five minutes

Installation
------------
  - Unzip the files with pathnames into the directory containing your Unreal directory
  - DoubleClick on unreal\maps\v99start.unr

Extended description:
--------------------
=======================================================================
Performance issues:
--------------------
I probably spent the most time on rearranging the first level to get acceptable framerates,
such as including view barriers, deleting nice semisolids or putting them high above combat,
deleting dynamic lights & fog and setting up combat so that you only have to fight against
two enemies in most situations.
Nevertheless the level is not designed for a low-end computer like my 200MHz MMX + V2.

I played it also on a P2 266 + V1 + 128MB and on an AMD 300 + V2 + 64MB and the framerate
was O.K. - Gameplay was only affected when the Fireball machine is active, and that's only a few
seconds once so you should survive it.

So a recommended constellation is a P2 266, a Voodoo2 card and 64+MB Ram
========================================================================

Author's Notes
--------------

==============================================================
HINTS: read this only if you think it is impossible to survive
--------------------------------------------------------------
- make sure to read HHweapons.txt carefully
- aim ALWAYS at the heads if you are fighting with the Mag, the Shotgun, the Chaingun (primary fire only),
	the RazorLauncher or the SniperRifle
- the Chaingun primary fire is very powerful at decapitating and recommended for most situations
  if you have the ammo
- the Shotgun is great at Pupaes
- you should grab the True Eightball as early as possible, for it is not only a good choice for
  every fight except with Skaarjs, but is also needed to get the BFG20k (he he, know why?)
- use the crusher for the SkaarjEnforcer ( use it also everytime you run out of Ammo )
- then grab the bullets from the top of the coffin
- don't use the LavaPit, as nearly every monster drops something nice when killed
- the 'ShieldSkin' Skaarjs carry the keys you definitely will need
- they are summoned when a special amount of monsters from the lower or the upper circle are killed
- the Behemoth carrying the red key is summoned when about 13 Skaarjs AND 13 monsters from the lower
  circle are defeated
----- perhaps the best tactic for the End Level:
- once you have found the huge blue hall (you have to find some buttons to get there)
  kill the two Skaarj Overlords with the SniperRifle
- then finish the remaining Skaarj Icelords
- grab everything you can carry (and reach) except the BFG and the True Eightball Cannon
- grab the True Eightball Cannon and finish the StoneTitans
- rocketjump to the remaining pickups (best way to the ledges is from the top of the staircases)
- grab the BFG and finish the rest
- when you know where the Titans are spawned you probably will use proximity mines
- the warlord mutant drops jump boots, use them and jump to where he came from

==============================================================
Copyright / Permissions
-----------------------
Everything contained in this zipfile is copyrighted by Holger Huck 1999.

Authors may NOT use the levels as a base to build additional levels.

You may NOT use HHgothTexs.utx in any way except for playing my levels.

You are NOT allowed to commercially exploit anything contained in this zipfile, 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 zipfile through any electronic network (internet,FIDO, local BBS etc.),
provided you include this file and leave the archive intact.

You may use HHweapons.u, HHPawns.u, HHclasses.u, HHKeys.u, HHzombie.u and the additional 
sound & texture files except HHgothTexs.utx in any map without asking permission,
but you MUST give me credit.  You may NOT modify this
stuff without asking permission.  If you're just learning UScript,
feel free to crack open the classes in UnrealEd, and look through
the code.

I'm sure I've forgotten some situation, but whatever you do... just
GIVE ME CREDIT.  :)

----------------------
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 tradenames are properties of their respective owners.







*******************************
*** Holger Huck, 21.12.1998 ***
*******************************
