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DM-Maw 1.2 - FINAL - Readme
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Map name: Maw
Gametypes: Deathmatch, Team Deathmatch and Duel
Player number: 2-16 supported, 4-10 recommended
Author: Asura from the Rllmuk and BeyondUnreal forums
        (Nyushin@googlemail.com)

In-game description:

Liandri scientists have confirmed that the dead world of
Hathos Moloch once teemed with life, giving rise to ocean mammals
of tremendous stature compared to those on Earth. Now, millions of
years later, all that remains of a marine paradise and a proud 
civilisation are rocks, ruins, and sun-dried blood.

Installation instructions:

Decompress the contents of this rar file to your:

My Documents\My Games\Unreal Tournament 3\UTGame\Published\CookedPC\CustomMaps

(If you haven't made any maps yourself, you may need to create this folder manually)

After this, it should show up in the list of game maps - probably
at the very bottom of the list.

Supplementary description:

Upon getting Unreal Tournament 3, I was disappointed that, despite
their very high quality, the maps were relatively few compared to
UT2k4. In particular, one of my favourite maps from the 2k series
was absent, DM-Antalus. I was in need of a mapping project to help
me learn the ins and outs of UE3, so I decided to make a map that,
though not a clone, was something of a homage to Antalus. The final
level is quite different to its forbear, but overall I'm happy with
how it turned out; I hope you will be just as pleased.

My content:
The design beyond the barebones "like Antalus" brief
All static meshes except the smoke column, trees and skydome
The textures and materials for those meshes
The terrain (modelled by me, but using Epic's textures)

The map is designed for 4-10 players, though it will support up to
16. It's a little large for less than 4, but it still works as a
more tense setting for small matches.

Given the map's somewhat open nature, a conscious decision was made
to leave the Sniper Rifle out of the weapons available. It could
be put into the map for a future revision, if there is any feedback.

Special thanks go to the BeyondUnreal forums, my friends Stanto and
Wroth, and everyone else who has playtested the map.

Changes since 1.1:
- fixed a hole that allowed players to see out of the level
- added health vials to break up some open areas
- improved the textures in the underground passage
- fixed the collision box on the bridge, players were getting stuck
- tweaked the terrain, it is now smoother in parts and syncs up with
  one or two meshes better

Changes since 1.0:
- placed the Redeemer in the underground passage, which is now flooded
- added some bounding volumes