MAP INFO:

Map: Abysmal					
Author: Xiphon					
Bot Support: Yes				
Gametype: Deathmatch				
Map number: 19 (Not counting updated Versions)	
Size: Medium-Small					
Build Time: something around 3 or 4 weeks
				
Current Project(s):	DM-DepthX
			
More Ideas: (note: these ideas may never come to be, they are like it says, 
good ideas that I still have yet to build apon):
			
			CTF-Warsong
			DM-Nightmare
			
			
			
			
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INSTRUCTIONS:

Take the map (The one that looks like an unreal tournament logo)
and place it in your maps directory wherever you saved the game.
Also take the custom music track and put that in the music folder.
It should appear automatically in your Deathmatch, Mutant, and whatever else maplists.

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Thanks for downloading my map!

BACKGROUND:

This map is one of my biggest productions, I took everything to heart in the creation of this, 
read back over as many old reviews for other maps as possible, and even took a big long break to 
play the game a lot and try to re-learn the workflow of UT2004. I slaved over this thing, 
learning a few new techniques, and a few new tricks which are all over the place. I tried to 
contain every sort of gamestyle I know of, close-quarters, long range, camping, so on and so forth. 
It went through 5 alpha stages, several beta stages, and hundreds of re-conceptulizations. This right 
now, is my masterpiece. Enjoy!


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MAPPING TIPS:

1: Alwayse beta maps untill they are perfect, than release them.

2: Keep your map balanced! If you put a super secret area in your map for 
any reason, keep in mind that somebody out there will find it, and once they do, 
everyone will know where it is. Thus ruining the secret, and usually the map.

3: Don't just pass off glitches and graphical errors with the statement 
"nobody will notice" because NaliCity will.

4: Alwayse try to make the world seem to look bigger than it really is. 
Well designed skyboxes and blocked off passages that lead onto uknown areas will leave 
people with a sense of realism, wanting to explore. 
(when I say make things look bigger, I don't mean scaling the static meshes up)

5: Saturate your level with sounds, and a good variety of them. 
You will notice that everything tends to make noise or have noise around it in real life. 
If you try for the same than your map will have more realism and atmosphere. 
(Good examples of this are DM-Faust and DM-Despair) Levels with good ambient sound won't need music 
either!

6: Save everything to my level

7: Custome files aren't all they are cracked up to be. 
1 or 2 custom meshes and textures is all you really need to make an original theme, 
UnrealEd has a very good variety of files for you. Besides, maps with lots of custom 
data = long dl which nobody likes. And I don't think that the majority of the population bother to dl 
the map from outside the game, which means they are using the slow servers to do it. 
Trust me, the smaller file size, the better.

8: People love new ideas. Don't make an industrial map unless it has some sort of new spin.

9: Some people like maps that are difficult to survive, but most people find it 
annoying. Though I love these, I've learned to get rid of a lot of traps and pitfalls 
that could otherwise bog people down. (I know, I know, they can be fun and make the 
maps very unique, but people would rather kill other players, rather than have their 
opponents be smashed, drowned, or dropped).

10: Terrain is really an easy thing to do. And it looks good. 
Read tutorials on how to make good terrain, because it really puts a wonderful touch into any map.

11: Don't underestimate the power of lighting and detail! Although most of it has no effect on 
gameplay itself, it adds to realism, and realism adds to general map fun. When a map is so 
realistic that we can feel ourselves there, that is when you've accomplished something fantastic, 
especially if the setting is really unreal. I know a lot of people who would argue this point, 
but good graphics never hurt, and in an age where graphics are taking over gameplay, why not 
swing things back with both graphics and game?

12: Music is overated. There's a lot of players who even turn it off in-game. 
But it can also really help the mood of a map. The best thing to do is have 
moderately excellent music for your map, and a fresh coating of ambience, so people of 
both sides are happy.

13: Theme is not something a lot of people take into account. Alwayse try to come up with a 
good theme for your map before hand. Is it tropical? Arctic? Industrial? 
If you pick this and stick with it, than the map on the whole will be better. 
Nobody likes the shock of being in a tropical jungle and than being thrust into 
an arctic position in an instant, unless that is your theme. (DM-Nightmare...)

14: There are millions of gamers out there, almost as many as there are people on this planet, 
and they all have their own play styles. If you really want a popular map, make one that suits 
more than one playstyle. Good Examples of PlayStyles are basically, the way a gamer enjoys him 
or herself in a map, weather it be sniping, hunting and stealth, or close quarters.

15: Alwayse pay your friggin bills on time! and don't forget turn signals... 

16: Emitters, they can be difficult to use, but well worth it. Even though most people don't 
really notice them when they are there, people tend to notice when they're not.

17: Don't ask me how people get through the day, but you may have noticed it's really really hard 
to make a map that plays and looks so good that everyone just loves it. One reason why this is, 
is because even one, tiny little flaw (even 1 unaligned texture) will start turning people off. 
This is why the gaming world is just so impossible to work for. Just make sure to cover all your 
tracks and test test test with the best beta testing crew you can find. (I don't know why, 
but Eropeans are really good at it for some reason)

18: Don't piss people off

19: When it comes to skinning static meshes, its usually a good idea, but don't overdo it. 
Only use it if a mesh looks really out of place.

20: Take breaks. They are healthy things to do. 
You are not a slave to your fans, even if they think you are.

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OTHER MAPS BY ME (in order of their completion):

Season 1:

DM-Antenna
CTF-BridgeOfTheGods
DM-Skyline
CTF-Suspension
DM-Plaza
CTF-Metro
DM-Wraith
CTF-MetroFinal
CTF-Eternity
DM-Downfall
ONS-Lolkheim

Season 2:

DM-Dimentia
DM-Despair
DM-Depth
CTF-Range
DM-Horizon
DM-Abysmal

X versions:
DM-WraithX
DM-SkylineX

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CREDITS:

Epic 		: The game
Xiphon		: Original Concept and the build of the level.
Hourences	: That wonderfully crafted texture pack of his (HourIndusX)
RougeAgent	: Continued beta testing with or without me on the server with him to see it.
Kantham		: Technical support with Custom emitter creation and Rain/NoRain Volumes 
		  as well as Optimizational issues
Clan UA and CH  : for their continued Inspiration and support.
Newgrounds.com	: For being there when I take a break and animate


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CLAN-UA:

Want to join a clan that plays just about anything? 
I've been with UA for a long while now, and help manage the clan.
and its a good place. Go to www.Clan-UA.com and post in the recruitment forum!
(This message was not forced here by my clan, I put it here on my own will because 
I like the clan that much.)
we have our own server as well

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ANIMATION:

I also entertain with animated cartoons on Newgrounds.com, under the name of GandoofTheWise. 
Check it out if you have time! (I won an award (Daily 3rd) and made weekly 13th place on Newgrounds!)

My current movies are:

House On Happy Hill
Pirates In Space
2 Hours Early
How Casey Stole Christmas
House On Happy Hill Reloaded

I'm working on:

The Traveler's Guide to Azeroth
Another Space Movie

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BigBadGiant@Hotmail.com


