Map Name:	Gotlieb's Retreat

Map File:	DMGotliebsRetreat.unr
Texture File:	CT3.utx
Sound File:	WeySounds1.uax
Script File:	WeyScripts1.u

Type:		Deathmatch
Bot Support:	No (UEd crashes and elevator problems)
Player Load:	16 recommended.
Server:		Recommend P450+ (or better).
Settings Notes:	Enabling monster will add flies in the prison cells.

Author:		Wey Realistics (Robert Wey)
Devel Time:	Uhhh...nice weather we're having, eh?
Credits:	Terry Wey, for alpha testing and suggestions.
		Beppo, for advice when I was learning Unreal Script.
		The WES Unreal servers for beta testing.
		BlueBalls for helping with an elevator test.

Special Thanks: To My Wife...for putting up with the time I spent on this.


Problems:
There's a BSP hole on the main dock that I simply could not get rid of
without creating more.  It only appears, however, if you're stand in just
one particular area...sorry.

The multi-floor elevators crush you.  This was necessary in order to
maintain sync withing the inner workings of the script.

Due to lower network priority of the bell sounds, client players won't
always hear the right number of dings...sorry.



Author's Notes:
The goal of this map was to creat a Midevil castle settingwhich offered
relatively good game play while providing as much realism as possible.
The setting is on ForggenSee (Sea) in Bavaria, circa 1541.  

A LOT of time went into the architectural design of GotliebsRetreat before
the editing was ever initiated.  Certain architectural restrictions
mandated the scripting of the multi-floor elevators which, compared to
stairs and ramps, saves a lot of room.  Other script features the map
offers are a fully functional clock atop the main tower, a moving chain
on the dock lift that requires no reception hole, a rotating paddlewheel
that actually works on client side, realist crickets, and Sucker Sticks.
The latter is a modification of the flare that is now a nasty little
proximity mine.  After tossed, they last for three minutes then vanish.
If during their life some poor slob happens to come within their range,
survival of said victim is unlikely.  They can be piled up for a bigger
punch too!

The elevators will disable the call buttons if someone else is standing
in the elevator shaft.  This was necessary to give the user time to
select his floor without someone else calling the elevator.  There is
a 30 second timeout, however, on the call button disable.  If someone
is hogging the elevator, just go to a floor above and drop a sucker stick
on him or lob some grenades down. :P

The textures, altho perhaps unnecessary, were added to provide a touch
of uniqueness and produce the pine trees which would have otherwise been
impossible.  The stock Epic trees are somewhat lacking IMO.

Total secrets includes two passages (with a door on each end) and one
secret door leading to the sea.


Things Not Supported:
Razor Jack...a worthless weapon that eats cpu resource (IMO).  Some of
the tunnels may not accomodate the rediculous Skaarj skins...sorry, I
won't comprimise geometry just to support the Skaarj.

Pathnodes were omitted due to map size, difficulties with the bots and
the elevators as well as the bots inherent ability to drown, and UEd
crashing whenever I ran PathsDefine.  If I make a version with
bot support it will likely come with no guarantees.

There is no over-abundance of weapons or health...if you want a frag
fest, play Morbius.  If you want a map that provides strategy in a
realistic setting, this is the one for you.

Enjoy, and thank you for supporting my map.

R. Wey
diinc@ecenet.com



Copyright Notice:
This map is (c)Copyright 1999, Robert A. Wey, all rights reserved.
It may be distributed for use in free internet online gaming provided
this file is distributed along with it.  It may not be used for
commercial use or be distributed for profit in any form without
the prior written concent of the author.

The textures within CT3.utx are free for use.  Please import them into
your own texture files, give your new package a different name, and
don't forget mention where you got them.

The sound file is free to use.

The scripts within WeyScripts1 are free to use.  Modify them as you wish
but please place any mods in your own script file and, again, don't
forget to mention their source.

Thanks.