
                DM-Chiasma
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    Author: Acherner
    Map Name: DM-Chiasma
    Version: RC2
    Install Size: 40.5MB
    Players:  9 +/- 3
    Published: Dec 2010

    Built on: Windows 7 & UT3 Patch 2.1 + Titan pack (No titan assets used)       
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INSTALLATION:

1. Extract CookedPC folder to:
[2000, XP]
 "My Documents\My Games\Unreal Tournament 3\UTGame\Published\CookedPC\CustomMaps"
 
 [Vista, W7]
 "Documents\My Games\Unreal Tournament 3\UTGame\Published\CookedPC\CustomMaps"
 
2. Run Unreal Tournament 3, choose "Instant Action", and select "Deathmatch",
"Team Deathmatch", "Duel" & "Betrayal" to play the level.

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AUTHORS NOTE:

This is my first attempt at mapping.  

DM-Richter_LP
  |
  |    --- DM-Richter_SP (UDamage Side)
  |      |
  -----
      |
      --- DM-Chiasma  (Berserk Side)

      
The Name: DM-Chiasma

While diving my map I draw on the analogy of meiosis where the diploid(2n) chromosomes are reassembled before halving to from haploid sex cells.  In as much my map gained alot of new variation in the halving process as is generated through Chiasma.

Game play Elements:

This map is set around a water treatment plant. In this setting there are two chambers that get flooded and drained repicocally. You can trap your opponent in the Pond when you pick the Berserk, giving you ample chance to pin her/him in the water.  They of course are motivated to pick up a super health that spawns in sync with the Berserk so its a race to grab the pickup without being owned.

Additional traps are awaiting shield bet snatches and surrounding area.

I hope you have fun! This is my fist map.
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CHANGE LOG 

DM-Chiasma

-Changed Post Process to early evening feel
-Re-worked lighting
-Added many light cones for ambiance
-Swapped out the sky mesh for a dusk feel
-Tweaked the fog layer
-Blocked off the U-Damage area and added some more pathways in shield belt room
-Swapped out a few meshes
-Removed some tiles and replaced with BSP
-Added a new sound track - VeloCity, thanks to zYnthetic form his album PLAY & CBP team

RC2
-Improved bot AI to use fire at command for shield belt and electricty box
-Added another path out of beserk room
-Improved water material now has better fading bring it to current gen technology -Thanks Thrallala
-Replaced some meshes with bsp -Thanks Thrallala
-Tidyed up some matinatee for cleaner animations -Thanks Thrallala
-tweaked lighing & light meshes -Thanks Thrallala
-Improve sound distribuition slightly -Thanks Thrallala
-swapped bio gun with enforcer locations
-added more blocking volume
-and a few other tweaks I can't think of right now

RC

-Changed water material to a calmer version
-Added trim around grating in Berserk room -thanks Syphix
-Enabled light mapping on meshes where possible for better shadows -thanks Stevelois
-Reworked sounds so it tappers of more gently -thanks Stevelois
-Fixed light meshes representing the surrounding colour -thanks Stevelois
-Created animating light material to for Berserk spawn sequence -thanks Stevelois duplicating epic content tutorial
-Re-engineered super health spawn so it doesn't need script for easier installation
-Added blocking volume to prevent potential problems
-Corrected a trip hazard

-Split map into 2 version LP (LongPlay) and a SP (ShortPlay)

Beta 2

    Game Play / layout 

-Redistributed player starts so areas get more even distribution of players.
-Moved shield belt to a more central area.
-Added flammable gas valve beneath shield belt balancing "Doh" with ha you got immolated.
-Added another vent form shield belt room lift jump. Now you have the option of slomo shield or route to
sniper rifle above super health pool.
-Added stair well in shield belt room Breaking a up long corridor, greatly increasing flow.
-Added another escape route out of lower level shield belt area breaking up corridor.
-Replaced Invisibility with health vials.
-Added a lift jump to inside cooling tower encouraging bots to grab the redeemer more often.
-Added pipes on the outside of cooling tower, now bots have more paths and use the area more intelligently.
-Several small changes to health and ammo and weapon pickup locations.
-Added vents intercepting Berserk room & shield belt room x 2.
-Removed spotlights on tower (see lighting improvements).
-Opened up the mine area but blocked the mine shaft coz its only one way.
-Removed sound cue on Redeemer pickup (as its a occasionally clobbered by other fx's).
-Added a ramp at the back of the Super Health pond.

    Aesthetics

-Added Terrain layer.
-Major overhaul of lighting/Added Post Process - the level is much brighter with more contrast/ shadows.
-Shadow and light mapping have been improved for crisper contrast.
-Replaced wall with Trellis type mesh near elevator in mine shaft room. Brightening up that area alot.  
-Centered many pool pistons and sniper perch in Berserk room.  Ops.
-Replace fans meshes, Thanks Bl!tz
-Replaced water material in Berserk rooms Thanks Bl!tz
-Replaced a few materials. Added some new ones.
-Added edging around roof of shield belt room.
-Tidied up materials around elevators.  
-Made the non functional cooling fan looks more derelict so your less likely to use it to cushion your fall.  
Thanks Lex.
-Changed the sky dome material so it fits the brighter lighting scheme.

    Troubleshooting 

-Improved bot pathing - bots now brave the jump form the tower and used it more for sniping, redeeming and hijincks.
-Improved performance slightly.
-Added blocking volume in several snag areas.
-Added blocking volume to smooth out stairs in inside water way area.
-Massaged the timings on the Super health/ Berserk spawn.  They now sync perfectly. Bot pathing is also in sync.
-Removed several collision issues.

Beta 1

    Advice taken 

-Removed Spider Mines, X-Ray Field, leaning towards removal of Invisibility.  Added many more health and ammo pickups

    General 

-New Berserk spawn sequence: Area modified to make it easier to get in and out.
A reciprocating water pump floods Berserk room while opening up outer pond for health pickups.
This area is rapidly reversed on Berserk pickup adding to the fun.
-A major overhaul of UDamge spawn sequence.  Central cooling pond had been shrunk and Cooling
fans replaced with a central Collection point for the UDamage.  Collection of the UDamage randomly propels
the pawn to either side of the cooling pond.  As well, base jumping form the top tower is safe, provided you aim for
inside the UDamage pipe (While the UDamage is present).
-Redeemer spawns to much improved structural tremor effects - you cant miss it.  Added Sound cues to Tower pickup events.
Improved the Towers Acoustics giving it more echo.
-Added a booby trap power box beside the lift jump to Flack cannon to offset the health pickup there.

-Opened up many new areas.
-Many Texture changes
-Much more deco meshes.
-Fixed collision issues on several meshes.
-Fixed a hole that allowed player to leave the game world.
-Improved bot paths
And lots of minor stuff.
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    Special Thanks 
[Beta Testers]
Bl!tz
Lex
Stevelois
Syphix
Taffy
Thrallala
Tipper
[Support]
coolcat22
Piranhi


     Tutorials, Knowledge & Resources 
3D Buzz, Unreal Tournament 3 - 3D Buzz Video Tutorial Pack, Hourences TUTORIALS - INDEX, UDN, Stevelois tuts:Enforcer, Light mapping & Duplicating epic content, Odedge awesome link resource, Ambershees scripting tutorials, Waylons Learning Unreal Engine 3, IceCreamYou UT3 Tutorial Index, AVLD Kismet, Ben Burkart Level Optimisation, Eat3D & zYnthetic VeloCity soundtrack + CBP music arrangement
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Legal Info:

Creative Commons License V3  / Permissions

This level is copyright 2010, by Nicolas Green

This map comes under Creative Commons License V3

-Attribution
-Non Commercial
-No Derivatives (without written permission form the author)

in other words

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.

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!

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

UnrealŪ Tournament 3 (c) Epic Inc.  All Rights Reserved. Unreal
and the Unreal logo are registered trademarks of Epic Inc.  All other
trademarks and trade names are properties of their respective owners.
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