================================================================
-- General --
Title			: Rapa Nui [1]
Version			: 1.0 (and hopefully the final version)
Release Date		: February 2003
Author			: Matthias Mensing aka LogaN 5
Email Address		: matthias.mensing@nexus-berlin.de
Additional Credits to	: Unreal Playground (http://forums.unrealplayground.com) and 
			  UnrealED.de (http://unrealed.planet-multiplayer.de/forum) => German site!

[1] The packages are written with double "p" because I thought the island is written with two "p", to late to change the names :-(
================================================================
-- Other levels by author --
Quake I:		CTF-Factory - Never released, to many HOMs (some bad persons tell me that its only one large HOM -- bastards ;-).
UT:		CTF-HappyBirthday - Never Released, only for a private birthday LAN party.
		CTF-CTF1 - Remake of the Quake I Threewave CTF map, placed on NaliCity.
		CTF-CTF4 - Remake of the Quake I Threewave CTF map, placed on NaliCity.
		CTF-CTF5 - Remake of the Quake I Threewave CTF map, placed on NaliCity.
		CTF-CTF2M3 - Remake of the Quake I Threewave CTF map, placed on NaliCity.
		CTF-Fallout - Inspired by the actionroleplayinggame, placed on NaliCity.
		CTF-HAH (stands for Heaven and Hell), never released, but if you want to have it, drop me an email.
		CTF-LogansArena, never released, but if you want to have it, drop me an email.
UT2003:		CTF-LN5_RappaNui and CTF-LN5_RappaNui-Start (3 minute intro for the mainmap)

Visit Nali City: http://nalicity.beyondunreal.com/
================================================================
--- Play Information ---
Game				: UnrealTournament2003
New Sounds			: Downloaded from some sites in the net [1].
New Textures			: Changed ones from UT, UT2k3 and own ones.
New StaticMeshes		: Some downloaded, some changed (collision, textures) from UT2k3 and own ones [2].
New Models			: No
New UnrealScript			: No

[1] The downloaded sounds are declared as free download. They are taken from:
A1 Radio Sounds: http://www.a1freesoundeffects.com/radio.html
3D CAFE'S SOUND EFFECTS WAV: http://www.3dcafe.com/asp/sounds.asp

[2] The skulls in the mainmap are inspired by some skulls which can be found on:
3D CAFE'S FREE STUFF: http://www.3dcafe.com/asp/freestuff.asp
Many StaticMeshes of the intro are taken also from this place.

Known bugs			- In botplay red mostly wins, dont know why. If its not a bug, its a feature. Just see it as a 
				  different level of difficulty.
				- Botparts under water cant be seen. Worse, but I think its an Epic problem. Thats why I take
				  an opaque texture.
				- Sometimes you stuck on Static Meshes which reach only few worldunits out of the ground. 
				  In my opinion an Epic problem too.
				- If you use vertexmove to create your antiportals it is possible that you create a blue wall. This 
				  means that you see on very spare places only a blue screen (not the bluescreen of death). The
				  problem is, that you need to create your antiportals with vertexmove to make best use of this
				  optimisationtool. I have correct all places I have found, but because if you move through it, it
				  appears only as a short flash which can be easy missed, I am not sure if I have get all of them.
				- AN IMPORTANT ONE!!!  
				  Something went wrong during the saving of the first StaticMeshpackage. This results in the impossibillity 
				  to save new StaticMeshes in this package, so I open a new one and transfer the old ones in the newer 
				  one. There was also the need to open a new texturepackage, because the new StaticMeshpackage didnt
				  work with the old Texturepackage. However it was impossible to erase the old Texturepackage and run 
				  the map, so I add a nearly empty Texturepackage with the old name. The Texture in this is not needed, 
				  but through some unknown creepy reasons the package must be there. Thats why there are two 
				  Texturepackages. You need both of them!

Recommended players		: 16++ (Dont know how much players are supported by the engine, I have put in 30 respawnpoints for each team)

Average FPS on 2.4GHz, 512 MB RAM (333), G4 Ti4600
Graficproperties on maximum (Resolution: 1280x960).
Singleplayer: ~26 to 50 fps
15 Bots + 1 Player: ~16 to 26 fps

Maximum StaticMesh polys	: ~86000 (I started with 176000)
Maximum particles		: ~260, depending on breakersactivity up to 520.
================================================================
--- Construction ---
Editor used		: UnrealED 3
Other Programs Used	: Photoshop 6, 3dMax Rel.3.0
Construction Time	: over 4 month fulltime, included learning the new editor and 3dMax and rebooting something around 3 billion times.
================================================================
-- Installation Mainmap--
put the CTF-LN5_RappaNui.ut2 file in your /Maps directory
put the CTF-LN5-RappaNui2.usx file in your /StaticMeshes directory
put the CTF-LN5-RappaNui.uax file in your /Sound directory
put the CTF-LN5_RappaNui.utx file in your /Textures directory
put the LaIsla.utx file in your /Textures directory (this is the fake utx-file, see known bugs)

-- Installation Introfile --
put the CTF-LN5_RappaNui-Start.ut2 in your /Maps directory
put the CTF-LN5-RappaNui-Start.usx in your /Static Meshes directory
put the CTF-LN5_RappaNui-Start02.uax file in your /Sound directory
put the CTF-LN5_RappaNui-Start.utx file in your /Textures directory

-- Additional Stuff --
put the CTF-LN5_RappaNui.txt file in your /Maps directory
put the CTF-LN5_RappaNui0*.jpg file in your /Maps directory
the screenshot.jpg, the readme.txt (english version) and the liesmich.txt (german version) are only for the downloadsection, 
some server expects a picturefile and a descriptionfile with these names in the zip.
================================================================
-- Description --
A small island, on each side a respawnbase with weapons, 90 degrees shifted, the two flagbases with shields but no weapons. In the middle a light forrest and a spring.
The idea behind this structure was that the defenders can not supply themself infinite with ammo, armor and health. So offensive stuff was placed at the respanwpoints
and defensive stuff was placed on the flagbases. The seperation of the flag and the respawnpoints should help the attackers to make their kills and take flag without the 
need to fight the respawning players. However on the way home the flagcarrier has the choice to face the respawning defenders or take the long way through his own respawnbase, 
with the possibillity to reach his own flag to late, because the respawning defenders are faster at the flagbase of the carrier. 
However, we [1] like teamplay with defenders and attackers. I hope the structure of this map would support the need of teamplay.
BTW: Behind the waterfall is the redeemer for the blue team. If the red team didnt find their redeemer, they didnt deserve it better.

A short word to the intro:
You can start the mainmap through the intro or directly through starting the mainmap. After the intro runs there happens a mapchange and the mainmap starts. However I only add an
intro, because just in the moment I had the map ready, a new tutorial describing the creation of an intro came out.
Hmmm, I think the curiosity was too strong.

[1] I make my maps for our private LAN-partys. To put the maps in the net is only a sideeffect. However I miss the teamplay of Quake I Threewave CTF. Its in my opinion still the best CTF version, fast and with all features you need (especially the physics of the grabblinghook is still not reached), lag only behind with grafic and sound.
================================================================
-- History --
First I want to try out the new possibillities of the editor, so I cut out a huge room. After collecting more and more testingareas on the island (the terraintest) I thought I could make a map out of this and so it ends as a "maybe-a-little-bit-to-huge" map, but if you play it with many players it should make some fun.
At last its a good opportunity to buy a new and faster(!) computer ;-)

There are some things which I cant include in this map (in the first place because the fps will drop below zero):
1st: Cameras. My whish was that in every flagbase a monitor is floating and you can watch what happened in the other base, but my average fps drops without bots below 6.
2nd: Waves at the beach. This would be a good experience whith projectors but the fps would change into spf (seconds per frame). I tried it also with wavetextures, but cant create own ones.
3rd: Leaves on the trees as xProcMesh: Simulating the wind in the trees, but the editor crashes after starting a test with 30 trees.
4th: Shadows: Tried it with projectors. Forget it babe. I think projectors are only for special effekts on some few locations in the map.

Problems I faced:
- Skyzones have a bug (I would call it so), because you can not only see the content of the skyzone, you can also see through the fake backdrop into other parts of the level.
  Thats not helpfull if its in my case a FluidSurfaceInfo, or in another case that I have seen, the enemybase. Thats why I made the ocean an incredible large FluidSurfaceInfo.
  Its an optical trick, but it works, the FluidSurfaceInfos looks round and you cant see the ground of the Skyzone behind the end of the FluidsurfaceInfo.
- I think water is only made for very small pools. Everything which is big enough to dive in it, make problems as follows:
	- See point 3 of known bugs. 
	- Visibillity of meshes, the shark sometimes could be seen from outer space and sometimes it is invisible.
	- Emitters in water cant be seen from outside the water.
	- Ambient sound of watervolume didnt work (OK its a minor point, but still awkward).
	- The concept of zones and volumes is originally a good one, but if you try to use different distantvalues and colors for distant fog under water and outside the water, 
	  you will see what I mean, looks awfull.
	- You cant use projectors on FluidSurfaceInfos.
- The first Static Meshes I have imported have all  the problem to be nonsolid. The problem seems to be a problem due the importroutine, because it seems to occur through 
  faces with a size of sero. I have allways clear this problem through eleminating all faces which are inside the Static Mesh and prevent the usage of the boolfunctions in 3dMax.
- Some textures seem to have problems with bright light (e.g. sanddune was displayed in bright white). Dont know why, but thats why I change some to a darker color.
- Sounds seems to reach much more far as shown by actor radii view.

Questions I still have:
- Can you lower your FPS through overusage of antiportals? I think yes, but didnt really know it.
- Can you put a camera on a flag, which follows the flag? I think no, only through scripting.
- Is there a way to produce the lighteffects of the old UT, like strobelight etc., without projektors?
- Where can I find a WeatherEffect tutorial?
- Is it possible to create a rotating mover or materialsequenze which can be activated through a trigger and didnt stop (opentime = 0) each round for a fraction of a second?
- HOW CAN I CREATE WAVETEXTURES? Arrrrrrrrrrrrgh.... my precious wavetextures, bad epics take it from us... [Do you know when you have seen to much LOTR?]
================================================================
-- Legal --
As long as you distribute all files in the zip and do it for free, feel free to provide this map.
You are NOT allowed to distribute this map if you put it on a media which needs a registration or something similar to download the map.
You are also NOT allowed to distribute this map if you provide it as a free part of a comercial bundle or if you take some kind of expenditurecosts.
You can use the Static Meshes, the textures and the sounds free in your maps, if these maps are provided for free.
AND if you are including these terms of usage in your readme.
 It would be nice if you mention me and drop me an email.
================================================================