* made with the best typos you can have on the market*

DM-(coop) Pitfighters

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SETUP:                                                                       *
-Simply unzip this map inside your map directory in your rune folder.        *
- and then unzip the texture file (pitfighters.utx in you Rune/textures      * 
folder                                                                       *
-TO HOST IMPORTANT:And after that Just switch all the bnomonsters to false   *
in the Rune.ini file.Which is located in your Rune System directory. The best* 
way to do that is to make a search for bnomonsters with your notepad while   *
opening the Rune.ini  with it. If you dont do this the map will not work     *
correctly                                                                    *                                                                                                                   *
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Whats new since DarkChapel:
* Maybe the first thing is that i added AI in my map.
* Second its that Pitfighters is not a death match map in itself. (it can be tho) but a cooperation map.
* I played with monsters sounds to add flavor to the fights
* And i also beefed up monsters stats/size to provide decent challenge
* Weapons are placed all at the same time but in this map i changed spawn rates for weapons. So nastyer is the weapon more long it will take to respawn. Dwarven hammer will spawn maybe only once in a 30 min game!

some basics concept of Coop games (here is after quite lotsa testing we brelive its a nice way to play this level):

- the most important thing to keep in mind in a coop game its that ppl around you are not in direct competiton with you. So helping others like giving up weapons or dialoguing is more frequent.

- In this map to have fun you  must keep in mind to arm yourself with only the strict minimum to let others equip as well. Also if there's no weapon left in the armory you can always scavenge for blades and tools inside the pit were downed gladiators simply dropped them there for you pleasure.But make sure to not let the monster engaging you if its not your turn.

- Only one gladiator should be involved in the fight at the time. Monsters AI is made in such ways that it targets someone and keep him targeted until he's dead, even if he is backstabbed by a mad vicking withy full powerups and rage on.... it will stick to his first target un til it dies. Thats why in testing we addapted our play to keep one guy fighting the monster until he die. Then the next one steps in. Its very fun to watch each others tactics versus different kind of monsters.And more skilled is the gladiator more longer he fight.

- "In the book" ppl should wait outside the pit until the gladiator engaged dies and then step in. This reduce the chance that the monster will target the wrong gladiator ( a player that is near enuff from the monster but its not his turn to fight.) But sometime we stand inside the pit looking at the fight from a closer range. We make sure that we are still far enuff to not let the monster target the wrong guy if the gladiator that is fighting dies suddenly.

- When a monster is killed well the vanquisher heads toward the next door and  "pull" it in the pit. There's 2 reasons for that: One its because the others blood thirsty that wait for their turns want to see the action and know when you gonna die. The second reasons is also a basic one if you trigger the next monster by fighting next to his door you will be good for trash and 2 monster will occupy the hall/pit. Remember as well those both monster if they are not widedly separated they will both "lock" on one player until he dies... all players will have hard times to get the group outside this messy situation.

- These rules were just guide lines its how we approached this map and found that it was the coolest way to let everyone have fun. I am sure there'll be other rules better than that and even a free for all could be interesting. (all player versus players and monsters envolved).

-The best load for this map is 2 to 3 maybe 4. But keep in mind hosters that you need only one moron to screw up your game (by triggering all monsters, kiling players?!, equiping himself with best weapons only to lose them in the pit 5 sec after.)

- the best time count for this game is 30 min and try to slay all critters in this amount of time

- i found this map a cool tool for horde meeting where we can all chat while checking one each others improving our skills versus critters.



Special thanks to:
Horde slayer
Claymore
P[a]gue
Robby
Father Murphy
Relthor
all cool sites out there that support mappers:
http://www.runenews.com/
http://www.evilcity.co.uk/

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Author: Barabas
Date: 17 Nov 2000
Build Time: 21 hours.
Players: 2-3
EMail: barabas@barabas.zzn.com
Other release so far: DM-Dwarven
                      DM-Darkchapel
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legal crap:
You may distribute this level provided you include this file, leave the archive intact, and do not charge a fee for access to this file.For external use only.Do not inhale if so immediately get victim to fresh air and medical attention.

Barabas and his crew Nov 2000
http://members.fortunecity.com/barabas00

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