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   Game:                      	Unreal Tournament 2004
   Map Name:                  	DM-Overload
   Author name:                 Michael A. Niblett   
   Game Types Supported:      	Deathmatch, Team Deathmatch
   Single Player with bots:     Yes
   Teamplay:                    Team Deathmatch 
   New Textures: 		none
   New Sounds: 			none
   New Music: 			none
   New Mutators: 		none
   New Staticmeshes: 		none
   Mods:                        none

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Construction
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   Base:                        BSP in UED 3.0
   Build Time:                  18 months
   Ideal Playercount:           6-12 Players
   Editor Used:                 UnrealED 3.0
   Known Bugs:                  none  

This level is built from scratch, I did not borrow pieces from anything else or start out with another level and alter it to make this level.

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Performance / Recommended System requirements

I am running this map on a machine with the following specs:

Pentium4 2.26 Ghz CPU
512 Megs PC1066 RDRAM
Nvidia Geforce 4 TI 4600 with 128 megs DDR Ram
80 gig IBM Deskstar ATA-100 
64 gig Hitachi harddrive ATA-100 7200 RPM 

With the game set to 1024x768x32 and high detail, 
I get around 30-40 fps in most areas of the map.

I would recommend a 2.5 GHZ cpu, 1 gigabyte of RAM, and a Geforce 5 class graphics card. I am not very familiar with ATI graphics cards but I think something comparable to a midrange Geforce 5 / GeforceFX series would work well.

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Map History:

I started this map sometime around November 2002 about a week after UT2003 came out. I slowly taught myself to use the editor with help from Architectronic's tutorials. I enjoyed working on it and I hope you enjoy playing it. Most of the static meshes and textures are UT2003, but I will release it as a UT2004. My next map will either be another UT2004 Deathmatch map or a Doom3 map. 

My goal was to create a map that is a miniature world that looks like it has a purpose beyond just being a killing space. I wanted terrain, buildings with inside and outside construction, catwalks, support structures, landing pads, boilers, pipes, satellite dishes, defense canons, and all the other little things that add to the atmosphere of the level.

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Building problems:


I haven't been able to properly zone the level to make it run faster. The design is a little too chaotic and complicated for me to place zones everywhere. I've tried several times to "zone" the level but it usually creates more problems.

I don't like overly dark levels, so I have tried to find a balance between lighting things enough to see clearly while not making it too bright and washed out.

The map used to be much larger, with more rooms and more hallways. I removed several sections of the level that I had spent a lot of time on, simply because I thought that they made the level too complicated and "mazelike." Also I think the sections I removed actually hindered the "flow" and playability of the level. I think there are some interesting ideas in this level, and there are some pretty cool looking areas.

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Installation
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Unzip DM-Overload.zip.
Put the Overload.ut2 file in the maps subdirectory in the UT2004 folder with the other maps. 

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Copyright / Permissions
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This level is copyright 2004, by Michael Alan Niblett.

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.

Unreal Tournament 2004 (c)2002 Epic Megagames, Inc.  All Rights Reserved. Unreal 
Tournament 2004 and the Unreal Tournament 2004 logo are registered trademarks of Epic 
Megagames, Inc.  All other trademarks and trade names are properties of their 
respective owners.

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