====================================================================================================================
CTF-Base Ick
====================================================================================================================
Title                   : Base Ick
Date                    : Dec 2003
Filename                : CTF-BaseIck_v1.1.zip

Author                  : Glenn Storm (SuperApe)
Email Address           : ghstorm@ix.netcom.com
Home Page		: www.netcom.com/~ghstorm

Description             : This place hasn't seen a maintenance crew since somebody smuggled in a Redeemer.  
				The old geothermal power plants are a little unstable now and the ventalation 
				is shot, but you're welcome to use it.  Sorry about the smell.

Author Notes		: This map was my first.  It was originally designed to be an All-Purpose map, one that 
				could be simply copied from "dm-foo", to "br-foo", "dom-foo", or "ctf-foo" and 
				it would run appropriately as well as play nicely.
			  The idea was tossed around the UnrealWiki site, but I eventually abondoned the idea 
				due to time constraints.  I still believe it can be done.
			  Instead, I will release DM-BaseIck, BR-BaseIck, CTF-BaseIck and DOM-BaseIck separately.
				Each map has it's own nuances and strategies.  The bots play well, but differently 
				in each game.  Although mappers will note the bot pathing is virtually identical 
				in all maps.
			  This map includes working examples of lifts, jumppads, ladders, doors, dynamic lighting, 
				volumes, assault paths, triggers, scripted triggers and custom actors.
			  The clues to reach the secrets can be found in the Description, in the map itself, and 
				at "http://wiki.beyondunreal.com/wiki/SuperApe", under Cheats/Spoilers.
			  
====================================================================================================================
* Build Time *
====================================================================================================================

Many more hours than I care to admit.
                   
====================================================================================================================
* Play Information *
====================================================================================================================

Single Player           : No
Deathmatch              : Yes (includes special features for Team Deathmatch *)
Capture the Flag	: Yes
Double Domination	: No (see Author notes)
Bombing Run		: No (see Author notes)
Botplay			: Yes

New Textures		: No
New Sounds		: No
New Static Meshes	: Yes
New Music		: No

====================================================================================================================
* Known bugs *
====================================================================================================================

A Texture on a wall in the catwalks (near Power Plants) is not lined up.
Many meshes look ugly because I was lazy enough to build them with Ued; some show seams (holes).
Bots' ability to retrieve a special weapon on their own has been disabled.
-- Fixed pathnode problems causing bot hangups.  Very sorry about that.  This is the final Version.
-- Namespace in original released filename. "Base Ick", simply renamed "BaseIck".  Same map.

====================================================================================================================
* Installation *
====================================================================================================================

Unzip CTF-BaseIck.ut2 to your UT2003 "Maps" directory.
In UT2k3, you'll find "CTF-Base Ick" in your list of available maps.

====================================================================================================================
* Other Maps by Author *
====================================================================================================================

Map Title			Game			Review Score

(first map for UT2k3)

* - Includes a custom actor (TeamSpawn) which will force players to spawn 
     on their team side. (It will check PlayerStart->Team value to match 
     with Team number, so those PlayerStart->Team values must be set if you
     want to use it in your own map.)  This actor will only be active in 
     Team Deathmatch games.

    This changes the feel of Team Deathmatch as you no longer randomly spawn.
     Team squads form easier and the Team sides become important to defend.
     (Defend it so teammates aren't attacked immediately after respawning!)


