Title: OSR-Cheops
Filename: DM-OSR-Cheops.rar
Author: Steve Keene

Release Date: 09-02-05


Credits & thanks:
iD Software for music
Hazel for the skybox texture


Other levels by author:

Plenty.

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Play Information
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                Game: Unreal Tournament 2k4
          Level Name: OSR-Cheops
           Game Type: Deathmatch/Team Deathmatch
            Botmatch: Yes
       Single Player: Yes
            Teamplay: Yes
        New Textures: Yes
          New Sounds: No
           New Music: Yes
        New Mutators: No
                
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Construction
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                Base: OSR-Cheops
          Build Time: Less than 10 days as per contest.  In all probably less than 10 hours
   Ideal Playercount: 4 (2 v 2)
      Editor(s) Used: Unrealed 3.0
          Known Bugs: None 

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Installation
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Unzip file.  Store the *.ut2 file in your Maps\ directory.  *.ogg files go in Music\


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Extended Description
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My contest entry for OSR - Old Skool Rules - contest, dreamed up and managed by King Mango.  
Rules/notes from UP forum:

Show us proof that a map doesn't have to be approved by the ADD Player's Association to be top notch!

The Rules
Architectural-
1: With the exception of movers there will be no smeshes. (there go half the potential contestants)  You may use movers as decorations such as fans, pistons, etc...
If you want to be uber 1337 and create a terrain in Max or Maya and import it to use as a BSP brush a la Disposable, then that is acceptable.
This means no terraininfo actor.
2: There will be a visible BSP poly count limit of 5000 total triangles. This can be checked by typing 'stat render' into your console and looking at the BSP portion of the information. This does not mean 5000 and change. This means 5000. (there go another half) 
3: You may have the choice of creating a brand new level, or you may choose to port over one of your UT99 maps. The only requirement here is that you have not run a beta cycle of your map in 2k4. Maps should not have been previously seen by anyone other than yourself. (no comments about your little sister looked over your back the other night please ) You know what I mean.
4: There will be absolutely NO discussion of your map on any level. No mention of themes, or what game type you are doing etc... I want each map to be a complete surprise. Break this rule and your map will be disqualified. If someone asks you about your map via PM/email/irc whatever... please observe the honor system and decline to discuss it. It's only ten days guys. We can handle that right?
5: Emitters will be allowed. At first I wanted to disallow emitters, but there are too many things which would become too complicated with the new engine. Torches being the main problem. I can't expect everyone to make their own wet textures nor do I want to force one.
6: No distance fog. Not even a hint. The maps should be as close in visuals to a UT99 level as possible. I don't know if volumetric lighting is enabled in the new engine, but if it is, you may use it.
7:This rule is now modified to allow sunlight. 
8: If you are making an assault map, the use of sentinels and turrets are ok. You will also probably have to use movers for objectives. That is covered under rule number one. If it is game type relevant you may use it. If you are making an ONS map, then of course you can use cores and nodes, but you may also use manual gun pawns. Things of this nature.

Textures/Materials-
1: There will be no complex shaders or combiners. The point of this contest is to achieve a throwback feel map. I'm liable to miss something so if you do something that's not listed here, please check with me before you get too far along.
2: Opacity- Shaders will be allowed to make opaque surfaces. However this will be limited to a fifty per cent transparency simulating the old surface flag method. I will provide the alpha channel for this.
3: Masking-Most grate textures come with an alpha channel. You may use this if necessary.
4: Two sided can be set in the shader properties and is allowed
5: There will be no use of specularity channels.
6: Final blends are allowed if you are having trouble getting something to draw properly. Keep in mind that the rules regarding opacity and all other rules pertaining to the texture/material section are applicable.
7: Combiners are illegal.
8: Tex panners are acceptable
9: Tex oscillators are acceptable as long as they are not set to stretch. They may only be panning oscillation.
10: Tex rotators are allowable provided they are set to fixed rotation.
11: No projectors.

Basically anything that could be considered true current generation is forbidden. If you are doing something with a material that I have not explicitly stated as allowed, please ask.
If it is simply something in the current technology which is just a different way of doing things than before, that WILL be allowed.

Optimization/File size-
In order to optimize your map, you will likely have to make use of zones. Plan accordingly. 5000 is a hard limit. 5,235 is a disqualification.
Antiportals will also be your friend.
Files shall not exceed 5MB zipped.
External packages that are not a part of official bonus packs or patches must be stored in myLevel.

(I don't have enough time to organize this. I lost track of time last night working on my UCMP map. But later I will make a do/don't list rather than having dos and don'ts mixed one after the other.)

The timeline-
Contest starts NOW
Contest ends January 16, 2006 at midnight GMT. That's a Monday night. This gives you all weekend to work on your map, and whatever time you need Monday to make sure it conforms to the rules and is uploaded properly.
I will not take late entries this time. Prizes are on the line so you must use your time as wisely as possible. I will accept no excuses in this regard, and please don't put me in the position of having to deny such requests because it will happen. I'm sorry if your internet went out. I'm sorry if your little brother crashed your level and you had to start over. NO EXCEPTIONS. PERIOD. However in the event that your internet DOES crash, or the site crashes, zip up your file by the deadline and the date created info will be verification of eligibility.
The maps will be uploaded to a special location on the FTP server. I will post a separate thread dealing solely with the FTP instructions.
You may submit as many entries as you can in this time period. Got ten? Cool beans let er rip!
Maps will follow this naming convention:
GameType-OSR-MapName.ut2
If you are correcting an earlier version Please add '-V2' to the filename. This way I can clean up the ftp location and if you are emailing me the maps to upload then I will be able to better keep track of your entry/ies.

First and foremost have fun. For me the best part about mapping is trying to meet a deadline. I love the excitement and nervousness.
Ladies and Gentlemen, good luck!


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Author's Notes
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Probably one of the best maps I've made, if I may say so.  Certainly one that I appreciated thinking upfront and early on of how *not* to over-do map. This contest was a great idea, and certainly will help people contemplate how they go about making and optimizing maps. Only doubts I have is some item placement - might be too much having the rocket and flak at same end of map.  Bots don't seem aggressive enough to dodge-up to the Udam from lower level.  There's not been any online testing, nor has anyone else seen or heard of anything to do with this map to help beta test. But hey, 10 days is not a lot of time to make it right.  Only one spot reaches above 3000 BSP triangles too.

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Copyright / Permissions
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This level is copyright 2005, by Steve Keene

skybox textures are from Hazel.

Authors may NOT use this level as a base to build additional levels without explicit
permission from the Original Author.

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 (web/ftp), 
FIDO, local BBS etc.), provided you include this file and leave the archive intact.

Music is by idSoftware.

UnrealŪ Tournament 2004 (c)2004 Epic Megagames, Inc.  All Rights Reserved. Unreal 
and the Unreal logo are registered trademarks of Epic Megagames, Inc.  All other 
trademarks and trade names are properties of their respective owners.
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