===BR-Amazonas_v102===

Created by Caleb "<{Ui}>FB3" Foultz
Final, v1.00--July 4th, 2009
v1.02--July 5th, 2009
4-6 Players (BR version)

Other thanks to:

CGTextures.com -- Many great textures for just about anything.
Ward Zwart -- Creator of the "Skin & Bones" font used for some decals.
Epic Games -- Creating the whole game, being willing to release their tools, plus for the track Organic I ripped from UT99.
The rest of The Reliquary team -- Recreating the Bombing Run gametype, one of the many things left out of UT3...
Laambo -- For also creating my sound cue. UT3 ED wouldn't properly create it on my system.

Beta feedback provided by {FS}Relic and Laambo.

UT3 Bombing Run consists of:

{FS}Relic - Project leader, programmer, and level designer
Warhead - Lead programmer (including dynamic bot pathing)
euchreplayer23 - PS3 porting
Laambo, Voidy, FB3 - Level designers

==Description==

Deep in the most remote areas of the Venezuelan state Amazonas, an abandoned base was discovered with advanced technology left behind. Two factions had discovered this base at about the same time, so it was decided that each would take one half of the base and try to coexist together. However, natural resources began to run low and they soon realized that trying to live like this simply would not work. So it has come down to this: all-out war has been declared under the night sky, winner takes all, and your faction is counting on you to help lead them to victory!

==Installation== (Discusses a Windows XP retail version install)

-1. Unzip the folder with the map files (the one this document came with).
-2. Navigate to the following folder (your local hard disk has your Windows installation):
[Local hard disk]:\My Documents\My Games\Unreal Tournament 3\UTGame\Published\CookedPC\CustomMaps
-3. Move the map file (BR-Amazonas.ut3) and the .ini file (will be labeled "Configuration Settings") into that folder.
-4. Fire up the UT3 game and you're ready to play!

==Comments==

NOTE: This map is intentionally uncooked. Cooking would cause BR data to become burned in and make updating the mod impossible without reinstalling the mod. Leaving it uncooked only means slightly longer loading and slightly larger file size, no in-game differences.

This is my second full-release of a map, my first that isn't an experimental novelty map (like OptiExtract had been). I'm still learning the ropes in UnrealED though I've certainly come a long way since OptiExtract. It's pretty obvious I still need work on mesh placement though I'll eventually get it right.

It was created during the time when Extraction became OptiExtract and OptiExtract became OptiExtract2 (the latest version of OE is derived from OE2). This was back in January during the first OE2 revisions, so this one still retains a decidedly simple layout. It is much more logical in design though--it's still an abstract layout, though not an absurdly abstract look and feel.

I used a lot of new techniques here--from decals to more advanced postprocessing to light functions. I also took a lot of influence from tried and true material like the rest of the UT series. It should have a UT99-ish feel, UT3 looks, and UT2003 style.

Finally, this is built not only for classic style gameplay, though for performance. Every cull-able object is culled by hand, individually, not by the rough calculations of cull distance volumes. It's measured so that you can get as far away from the object as possible (while being able to see any part of it), then just as it's out of view, it will disappear so it isn't still being rendered. This means that low-spec machines should be able to get decent performance out of this one.

==Level Feedback==

You can send anything you'd like to say about the map to my email address at gorgesucks@icqmail.com . Feedback is how designers can evolve, so anything is very much appreciated. Be completely honest, tell me what you liked about it and what you didn't like and just speak your mind. If you just didn't like it, just say so. That's how we designers learn and evolve--by our own mistakes!

Also tell me about any bugs in the map I might've missed (including all possible exploits that people online might be trying to use--remember, if you hate those people exploiting them, I'm the one who can 
change all that).

==Legal Stuff==

This level (BR-Amazonas) is copyright 2009 by Caleb Foultz.

Authors may not use this level as a base to build additional levels without explicit permission from the original author.

Any bug fixes, changes, and tweaks may only be implemented by the author. No other person or party is allowed to release a modified version of this map without the author's permission.

You may not charge any money for this map or any of its embedded content.

You may distribute this level through any electronic media (internet (web/ftp), FIDO, local BBS, Magazine coverdisk etc.), provided you include this file.

All other trademarks and trade names are properties of their respective owners.

==Changes from v1.00==

-Mostly color correction and color intensifying 
-Some lighting redone to complement ^ 
-Minor lightmap enhancements