================================================================
Title                   :Archaic
Version                 :1.0 
Release Date            :5th June 2004
Filename                :DM-Archaic.ut2
Author(s)               :Djako 'Daedalus' Carey
Email Address           :unreal_warfare@hotmail.com.au
Online Profile          :http://www.sumea.com.au/sprofile.asp?member=194

Other levels by author  :

UT2004			CTF-TerraFirma		

UT			 	CTF-Audacity
			 	DM-Strider
			 	CTF-Medieval	
			 	DM-Elemental

Playtesters             :I'd like to thank the following playtesters who made this map so much better: Sjoerd 'Hourences' De Jong, Anthony 'Bean' Nichols, Peter 'Rahnem' Respondek, Chris 'Plutonic' Blundell, Ben 'Benk' Keynes, NC|7, Benjamin Murphy and David Gilroy. 

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--- Play Information ---
Game                    :Unreal Tournament 2004
Level Name              :DM-Archaic
Single Player           :w/bots

New Sounds              :No
New Textures            :No
New StaticMeshes/Models	:Yes
NewUnrealScript         :No

HighDetail settings	:Maybe

Know bugs			:None
Recommended players     :08 to 14 players


--- Construction ---
Editor used             :UnrealED 3
Construction Time       :3 Weeks


Installation
------------
*.ut2 file in the UT2004/Maps directory
*.usx file in the UT2004/StaticMeshes directory

Author's Notes
--------------
To take a break from my work with CTF-Terra Firma I initially began work on what I assumed would become a small Death Match arena. Two days later it had grown into a very decent sized multi-leveled, jungle complex environment that is DM-Archaic.

The main inspiration for this level was acquired when I drew a sketch diagram of a level I had in my head, using a History of Architecture book as a reference. The picture I most commonly referred to in this book was a colored diagram of Chartres Cathedral. Consequently my drawing took up the feel of the gothic period of architecture. What I drew illustrated what is now manifested as the basic L shaped room that this map is constructed from.  

The layout is intentionally tight in order to provoke fast and frantic close quarter encounters. At the same time however, there are places where the level opens up across various elevated platforms. I also wanted it to flow as smoothly as possible. As a result of this you will rarely identify a passage or room that does not have at least four exits.  

I had the most infuriating time zoning this map. Its layout meant I could only really divide the exterior environment into two sections. This means that if you look a certain way when you are outside, you are looking all the way to the end of the map. Despite this, it should run at the same speed as most of the maps that ship with Unreal Tournament 2k4 and have no problems with a relatively updated system. 

The lighting was also always messing up and illuminating the BSP, static meshes and terrain in different amounts each time I rebuilt. I say without any hesitation that this was the most frustrating experience of my life. It was all most definitely worth it though, as I feel I have constructed what is an interesting and beautiful map and one that’s a blast to play. Hope you enjoy it. 

Copyright / Permissions
-----------------------
This level is copyright Djako Carey, 2004

Authors may NOT use this level as a base to build additional levels. Static Meshes may not be used without authors permission.

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

You MAY distribute this level through any electronic network (internet,
FIDO, local BBS etc.), provided you include this file and leave the archive
intact.

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