//==============================================================================
// DM-Crampage
//==============================================================================
Author ------> Turns2Ashes
Email -------> turns2ashes@beyondunreal.com
Started -----> January 4th, 2005
Released ----> July 4th, 2005
Brushes -----> 285
Lights ------> 279
Meshes ------> 642

Thanks for actually opening this!  I wrote it myself to avoid those boring automatically-generated ones no one ever reads.  Hopefully I have done my part to make it worth your while.  Enjoy!

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= Installation =
================
In case you've never installed a map before, I've put an easy-to-follow guide just below this.  Aren't I just so helpful?  If you play with your music off, be sure and give the song a listen outside of the game.  I found it to be quite enjoyable outside, and soothing while playing the game, though you might not agree.  In that case, don't install it.  ;)

DM-1on1-Crampage.ut2 --> UT2004\Maps
Feeline.ogg -----------> UT2004\Music

===============
= How to Play =
===============
I'm not one to insult people's intelligence (too much), so you can be assured this is not how to start the map up and get a game going.  Rather, it's how I believe you should play this map to get the most out of it.

It's simple, really: two people and UTComp and you're ready to go.  Regardless of the lack of a proper 1on1 tag, this map WAS designed for 1v1 matches.  It's just a personal foible as to why I didn't put the tag on there.  Why UTComp?  Well, it's got features - features that Epic was stupid for not including.  Among these include the ability to switch maps, gametypes and map settings, and some of your own settings without backing out to the UT2004 menus.  Using UTComp, vote (F5) in my map and the following.

Game: 1v1
Time Limit: 15 minutes
Frag Limit: 0 (unlimited)
Overtime: 0 (unlimited)
Weapon Stay: Off
Adrenaline: Off
Super Weapons: Off
Double Damage: Off
Grenades: 1

This is how competitive 1v1 games are played, and while no pro is going to ever come near this map (they only play Rankin, Roughinery, and Ironic, and for good reason), I tried to design the weapon, armor, and pickup layout around these settings, and I think I succeeded in making it work as best as this small map would allow.  Duels should always be played with weapon stay off, and I'd recommend doing so here.  Weapon stay off in 1v1 and TDM just makes the game so much more adrenaline packed.  Try if you never have.

You can grab UTComp v1.6a here: http://ut2004.gameamp.com/ut2004/viewUtcomp

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= Known Issues =
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The bots are kind of dumb in this map.  They're dumb in all maps, actually, and this one is no different.  They don't seem to understand the importance of the 100a and will sometimes pass it up.  They don't like getting to it from down below; they'll only grab it by jumping to it from near the minigun.  I pathed it so they could jump up from the floor below, but they basically refuse to do it.  They're not very good at the dodge-up slopes (the metal sheet near the bio rifle and the fallen barrel by the lift), so they'll miss the jumps quite often.  It is possible for them to make it, but for some reason they're completely retarded and will miss and retry it over and over.  It's annoying and it really kills the bot matches.  Also, they tend to favor certain paths over others, and oftentimes you'll never seem them go a certain way.  For instance, they don't like the lift unless it's absolutely necessary for them to use it, but they love the corner down by the shock rifle, and it's really easy to take them out down there because they go there too much.  Sometimes they get stuck by the two vials next to the bio rifle.  I have no idea why; they're pathed out through there fine and will navigate down it fine.  However, when trying to go up that way they tend to either decide against it or get stuck in place for whatever stupid reason they have.  I hate bots.  Play this with a friend and save yourself the trouble of dealing with idiot bots.  I also forgot to set the in-game map preview shots to an interface detail level, so they'll get be affected by your texture setting like they're not supposed to.

Mozi pointed out a bug after the map was released in that I somehow made two of the meshes KActors instead of static meshes.  Thus, with high physics detail you can shoot them and knock them off the level.  Whoops.  I haven't tested this online so I don't know what happens if one player uses high detail to shoot them away while the other uses normal detail.  With normal detail KActors do not move, so do they stay in place for him or what?  Eh well.  Rather than update the map which has already been downloaded almost 800 times from other sites and break online compatibility, I just updated the readme to point this out.  The solution is simple: just use normal physics detail and you'd never know about this bug.  Hell, even with high detail you might not find it, but it's not too hard to accidently shoot the two meshes in question.  I may rerelease the map in the future with this fixed, but for now I'll just let it be.

=========================================
= Interesting Stuff for Inquiring Minds =
=========================================
I didn't intend for this map to be serious; hell, I didn't even think I was going to be making a map at all when I opened up UnrealEd that faithful night six months ago.  I was just messing around and somehow ended up making a layout around a couple of test rooms - a really close-quartered map at that.  There's a reason the map looks so simple in terms of the brush layout: it is!  Each piece in those couple of random rooms I started off with used brushes with sizes of powers of two (128, 256, et al), and that trend continued once I'd decided to see if I could lay out a whole map around what I began with.

It started out as a generic Rankin clone (at least in its theme since I'm not a gameplay wizard), but being crafty like I am, about halfway through the build I switched out the textures to give it a new look.  While the meshes look exactly the same (didn't feel like looking for good textures for them and skinning them all*), the new textures make it feel not so Rankin-like.  In the beginning, this small level of mine looked pretty much like Rankin Jr., hence the seemingly strange name I came up with.  It has a double meaning - get it?  My next map will have a much better and more thought-through layout.  I promise.  What I can't promise you is that there will be another map.  ;)

*I wasn't aware that there was an easy way to accomplish this until after I released the map.  Oh well.

This map did not take six months to make regardless of what you might intuitively assume from the start and finish dates.  I worked on it for a week solid back in January then left it for dead.  Why?  For me, making a layout is fun, as is working on weapon and item placement and bot pathing (weird, I know).  What's not fun, however, is everything between those two things.  Trying to fill up each room with static meshes in some random ways so that it's not too obvious I have no creativity whatsoever, and then trying to light those up properly without drowning out the entire level is not very fun.  They are necessary steps in creating a decent map, unfortunately, which is why I quit back in January.  Lazy?  Indeed.

The layout was done in two days and hasn't changed at all since except for the bio rifle area, which used to be nothing more than a couple planks up to the main ledge there.  The layout was 100% unplanned and somehow it worked.  After five solid days of static mesh work and with all the remaining bare walls taunting me even after all that work, I said, "Fuck it," and promptly forgot about the map in favor of not failing school (which I almost did anyway).  Coming back home from school for summer and not feeling like getting a job (I am the laziest man on the planet) gave me ample time to do stuff, but I had nothing to do.  Then I remembered I'd started a map almost six months ago that had a slight bit of potential.  I sat down and finished it up, which still took an annoyingly large amount of time despite the fact that the layout was completed long, long ago.  Curse you, static meshes!  Curse you, small details!  It also didn't help that I completely redid the lighting twice because it was total crap before.  It's now only slightly crappy.

I'll also have you know that the Rankin set of meshes and textures is not easy to use.  The proof for that statement is in all the bad Rankin clone maps that I'm sure you've played.  They all suck because it's a hard theme set to use due to a small number of meshes and the overly-square geometry this theme tends to fit to.  Even Rankin itself is highly repetitive in its visual design, but since Hourences is a genius, it's not so apparent.  All the other [normal] mappers out there, me included, lack his magical touch, so every other Rankin clone map has been crap to decently okay.  I'm hoping mine falls into the latter category for obvious reasons.  I'd probably say the Arboria and Egyptian theme sets are the easiest to use.  Arboria lacks a good static mesh set to choose from, but with those textures you can get away with neat-looking but simple level geometry that is impossible to do with any industrial set and have it look not cheesy.  See DM-CBP2-Kadath for a perfect example.

==========
= Thanks =
==========
Hourences ------> For being the God-damned man (textures, meshes, inspiration).
Uncle Bob ------> For the kick-ass music (www.unclebobworld.co.uk).
Thunderstrike --> For preliminary testing and ideas and giving me a chance at Insite (insite.beyondunreal.com).
Briach ---------> For beta-testing and telling me I should finish the map in the first place.
Kalvin ---------> For beta-testing.
Slainchild -----> For beta testing.
Hal ------------> For beta-testing.
Kantham --------> For beta-testing and being a pain in the ass. ;)
Mozi -----------> For pointing out the bug with the KActors. :(
NegativeTrend --> For all the work you've done for J2 (www.jumpinjuggernuts.com).
BoogityBoy -----> Same as Neg and for cool skins, yo.
Epic/DE --------> For making the only game(s) I've continued to play for any length of time.
                  Don't fuck up UT2007, please!  Get DE to make some maps, FFS!
You ------------> For downloading, installing, playing, and, hopefully, enjoying something
                  that took a lot of my damn time to make.  And for actually reading this.

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= Legal Crap =
==============
This map is property of me, Turns2Ashes (aka n00b).

You may NOT use this level as a base to build additional levels, and this map may NOT be modified in any way without my expressed permission.  If you fail to comply, I will have to literally FRAG YOUR ASS TO HELL!  Then I will vehemently flame you and your kin via email and forums.  I'll even hunt you down in-game and tell everyone you're a filthy aimbotter, even if you suck.  I will also contact Epic and have them ban you from every game they make.  Not that I'll need to do any of that because I probably won't turn down any requests; I would just like to know if the level gets used in some way, please.  ;)

You may use the meshes in the level, seeing as they're not mine to begin with.  The easiest way to do that, seeing as they're embedded within the map, is to open this level or DM-Rankin, then open yours.  The list of content in "myLevel" will now include everything that was in the previous map you had open.  Use whatever you need, save, and exit UEd.  Anything previously in "myLevel" that was unused will be gone, but everything you placed in your level will stay.  Nifty, eh?

You may distribute this level however you'd like, provided there's no money involved and the archive stays intact (i.e. keep the music and this awesome readme with it!).

===============
= Post Script =
===============
If you still don't understand the meaning behind the map name, it's simple.  The map is cramped, and in the beginning, I was ripping off Hourences's theme to the tee.  "Quit cramping my style, yo!"  Get it now?  \(^_^)/