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Last escape from Na Pali

*NOTE* This pack contains only 
three of total four maps. Another 
map is planned for release in the
future cuz I'm too short on time
to make the fourth map now.

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Title                   : Last escape from Na Pali
Version                 : 1.0
Release Date            : 29.7.2005
Author                  : Jure Vertelj a.k.a WhirlWindWabbit
Email Addresses         : thepodclan2003@yahoo.com
Other levels by author  : Don't remind me...
Compability		: This map pack is compatible with Unreal versions 225f and 226f (not tested in other versions).
			  Also works in UT (version 436 with OldSchool). Features full coop support.

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---- Level Info ----

Game                    : Unreal, UT (version 436 with OldSchool)
Single Player           : Yes
Cooperative             : Yes
Deathmatch              : No
Dark Match              : No
Difficulty Settings     : Yes
New Sounds              : Yes
New Music		: Yes (by Alexander Brandon and M. van den Bos)
New Graphics            : Yes*
New Scripts		: Yes**
Known bugs              : See below

* I was once checking out something on DavidM's StrangeWorld episode and the texture file, male1ich.utx, got stuck on my
  level. I haven't modified the file one bit so if you already have the file you can easely rewrite it or not extract it at 
  all if you prefer it that way.

** The script isn't really mine, I imported the firefly script from UT's ONP and somehow made it work. Just hope it won't 
   crash the game later on. There is a texture package also made from UT textures and used for the fireflys.

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---- Construction ----

Editor used             : UnrealEd
Base                    : No base
Construction Time       : Way too long

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---- Instalation ----

Just extract the whole zip file into your Unreal(Tournament) directory (e.g. C:\Unreal(Tournament)). If it doesn't work 
(and it's your fault), you can do it the hard way:

- Extract all the .unr files (maps) into your ...\Unreal(Tournament)\Maps directory
- Extract all the .umx files (music) into your ...\Unreal(Tournament)\Music directory
- Extract all the .utx files (textures) into your ...\Unreal(Tournament)\Textures directory
- Extract all the .uax files (sounds) into your ...\Unreal(Tournament)\Sounds directory
- Extract all the .u files (scipts) to your ...\Unreal(Tournament)\System directory

To play this map pack do the following:

- Start Unreal(Tournament) and choose a New Game;
- Set your skin, nick and difficulty, then start the game;
- Press tab or bring down the console and write: OPEN WHIRLMAP

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Bugz

- You might find a BSP/HOM bug I wasn't able fo locate/fix (especially the first and third level). It shouldn't be a problem 
  though as the levels are fully playable.
- People running Unreal on D3D might find these maps a tad too dark. My advice to you is to switch to a 3dFx glide emulator,
  same graphics for less CPU. Also, Unreal was designed for Glide and D3D support was added later on (only version that can
  support D3D effectivelly is basically 226f). You can also use a OpenGl patch (www.oldunreal.com)
- People running Unreal on OpenGl using S3TC textures WILL get a distorted experience. S3TC rocks, make no mistake about
  it, but since most of the S3TC textures aren't finished yet these maps were neither designed nor optimized for usage of
  S3TC textures. Also, S3TC textures accept lightning a little different than the original textures, so some places might 
  seem too bright or too dark. Again, I recommend switching to a 3DFx Glide emulator (the most commonly used can be found
  on Zora's site) or just turn S3TC off for the time being.

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Issues when using UT:

- Forcefield textures in the first level aren't correct due to the Unreal texture being different than the UT one.
- Auto taunts and announcer (there's nothing worse than giving a "Headshot" to a tentacle :P)
- Teleporter "tube" doesn't function properly
- Sounds at the end of the 3rd level have a weird pitch
- Sounds are occluded differently than in Unreal. It just basically makes them quiter, thus preventing you from hearing
  tons of cool sound effects :P
- Player model is too fat :P You might have a hard time trying to get to atticks
- Credits: You are left with your weapons

- UT tends to lock up when entering an area with fog. Don't know why it happens, but it also happened to me while playing
  other UT maps (could be just the 3DFx emulator :P)

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Advantages when using UT:

- Decals =)
- Pawn shadows
- All other cool advantages of oldSchool

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Tips and tricks

Some of my beta testers have complained over the fact that the third map is too hard and that there aren't enough hints for
the player to get around easely. Some have complained over the fact that the first map is way too long and complicated... 
Since I don't like to listen to the same stuff over and over again, read the following sentences before saying anything:

- The maps were throughly tested in 225f and 226f on all dificulty settings (this means more than 5 times each difficulty 
  setting). There should be plenty of ammo and health for everybody to go around, if you know where to look.
- There is at least one hint for any give riddle. This doesn't mean that it's sitting idle 3 feet away from a locked door tho.
- I like Tomb Raider. Some of the basic elements of Tomb Raider styled games have been incorporated into the levels, which
  is mostly notable in the third level. If I had it my way, the third map would be way harderd, but that was impossible to
  achieve because of the technical limitations of the Unreal engine and my lack of knowledge in coding.
- The third level has two possible endings, one which is easely accessable and another one which is not as easy to get to.
- Story is present but it's left out blank and unfinished because of the absence of the fourth level. You can pick up chuncks
  and basic pieces through translator messages. It should becoume crystally clear when the fourth level comes out.
- Life isn't perfect, and neither is the layout in the levels. Search every corner, activate every switch, read every
  translator message... you might even find something I forgot.
- Last, but not least, save often... unless you're in freefall or in another jeopardy of losing your life.

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BETA testing:

- Zora
- Turboman
- SwordTail
- Mgo
- Ghost3021
- Noob Saiboot
- Mrs Bitch
- All the others that will not be mentioned because they didn't wish to be mentioned here.
- All the others that will not be mentioned because this ReadMe file is already too long.

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Special Thanks:

- First of all, I'd love to thank Wolf and his UnrealEd step-by-step guide to newbies at UnrealEd
  (http://unreal.gamedesign.net);
- I'd love to thank Zora for all her help and support at building my maps
  (http://zzora.altervista.org/main.html#Zora);
- A very BIG special thanx to Turboman who lend me the RtNP Spinners he somehow extracted from RtNP. Owe you big time.
- Special thanx to Mgu who gave me the new SpawnPoint script I used with delight.
- Another special thanx to Zora for letting me use her zc1Clone.u script (although I had to modify it - I'll never code again!)
- All the folks that made the scripts, music and Unreal.

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Promo:

All out Fairy Tale, not your average bed-time story (a total conversion for Half-Life 2):

http://www.alloutfairytale.be/

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Position: Level designer

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O.K., if you experience any problems at all, e-mail me using the e-mail address given above.
Feedback (positive or negative) welcome.

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I hope everything will go as it should and that you'll have fun.

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Cya in the game!

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WhirlWindWabbit

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Authors may NOT use this level(s) as a base to build additional level(s).

You are NOT allowed to commercially exploit these files, i.e. put it on a CD
or any other electronic medium that is sold for money without my explicit
permission!

UNREAL (c)1998 Epic Megagames, Inc.  All Rights Reserved.  Distributed by
GT 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.

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