WAR-Imperialism

By Mandela Shabazz

	Intro:

I had made a couple maps back in UT99 but this is my first UT3 map. This idea actually began as a Domination map for UT99; I had the continents and control points laid out but the landscape was completely flat and I hadn't added any obstructions at the point that I abandoned the project. While learning the UT3 editor, I became immediately interested in making large-scale terrains. I am very pleased with the outcome of the Warfare version and I intend to continue re-working ideas into UT3 that were perhaps too ambitious for UT99.

	Features:

Basics
Support for up to 32 players. Two Fronts/Double Prime link setup across four Nodes. No imported content other than the screenshot. Custom Core destruction Matinee sequences.

The Ocean
Don't go in it, you will die. A player can actually be fully submerged in the water before they hit the kill depth. If you see a river or clear, shallow area, that is fine to go in (For example: The mediterranean is safe to cross anywhere west of Italy). It was also necessary to create a broad land bridge between South America and Africa so that ground vehicles could cross.

Viper Routes
I designed this map as a Viper playground; if used correctly, the Viper practically serves as an aerial vehicle. Making use of the Viper's jumping ability while going up slopes, a path opens between North America and Europe via Greenland and Iceland. Likewise, utilizing the Viper's ability to slide along near-vertical walls allows for a connection between Africa and Australia via the Middle East, Pakistan, India, Bangladesh, and on into South East Asia. There are a lot of other jumps that I intended (and probably a great deal that I didn't), you should find and practice these routes, they are fairly essential.

	Inventory:

Canadian/Tasmanian Cores
Bio Rifle, Avril, Shaped Charge
2 Scavengers
4 Vipers
1 Fury
1 Raptor
Orb Spawner

Bolivian/Mongolian Nodes
Flak Cannon, Shock Rifle, Link Gun
2 Darkwalkers
2 Vipers
1 Scavenger
1 Nightshade
1 SPMA
1 Leviathan

Romanian/Kenyan Nodes
Rocket Launcher, Stinger, Link Gun
1 Goliath
1 Nemesis
1 Viper
2 Darkwalkers
3 Scorpions

Tactical Infantry Items
There are six places around the map to get hooked up with a Deployable Energy Shield and Jump Boots, these are typically located just outside of the bases.

Orb Runner Equipment
There are another six places around the map where you can get all four pieces of armor (Thigh Pads, Torso, Helmet, and Shield Belt) as well as a big keg of health. Since these are usually at more remote locations, I have placed a tree near each one to help you find them.

Snipers
There is a Sniper Rifle in Africa. I really put this in as a joke because it's practically useless against vehicles, but you might be able to bring down an unsuspecting orb carrier.

	Accuracy and Balance:

OK, obviously it is not perfectly to scale, I turned whole strings of islands into islands and entire mountain ranges into mountains. There are some places that I took artistic license to make the map more balanced or functional. Apologies in advance for omitting New Zealand, Antarctica, and all the little islands. I would also apologize to Alaska for having to shrink them, but they're probably used to it. If you notice any other major inaccuracies, keep in mind that I was consulting an atlas from 1964.

As far as balance goes, my goal was that there were no major exploits and that it was relatively probable for either side to win, but more importantly, that both sides had an enjoyable campaign. I did the best I could with such asymetrical landmasses so if you still find it to be imbalanced, blame God.

	Known Bugs:

Since Kenya and Romania are technically prime nodes, sometimes a bot orb carrier will take it upon themself to defend those nodes even if you'd rather employ that orb to capture Boliva or Mongolia. In these cases, I would suggest commanding the bot to attack if possible, or else, use a vehicle and push them into one of the conveniently located lakes of death.

Sometimes when bots take aerial vehicles they will get caught up in battles before they capture Romania/Kenya the way they're supposed to. Ideally, your Vipers will be arriving shortly thereafter.

If you find that there are no Vipers at your home base, check near the Core. Sometimes the defenders will stockpile them there.

If you ever find yourself in the position to hit the Core with the Leviathan's laser, aim near the bottom/center. If you aim around the top/sides, it may deal no damage. I've also noticed that sometimes the Leviathan's charge up laser will point at an odd angle. This is a purely aesthetic bug since the explosion will still go off at the correct location.

I tried to iron out all the bot pathing issues, there is nothing major that consistently goes wrong but I'm not promising they'll never get stuck somewhere or slip into the water.

	FAQ:

Q: How long did it take you to make?
A: Two months while learning the editor.

Q: Do you have any tips?
A: Don't forget to use the teleporters; different bases have different weapon sets and vehicles.

Q: What else?
A: If you're having trouble, make sure you experiment and find all the special routes and powerups. You have a lot of options available, so if one approach isn't working, try something unexpected. 

Q: Any other advice?
A: Even if you are winning, it is a good idea for someone on your team to warp back and bring the Leviathan up to the frontlines.

Q: Avrils in the weapon lockers? Are you insane?
A: Yes and yes. At least the infantry can take a bite out of the big guys before they get obliterated.

Q: Why no Paladin?
A: The Paladin has insane range that it can use to snipe Nodes/Cores from angles that I don't approve of.

Q: Cicada?
A: The gunner seat on the Cicada can drop chaff that essentially makes it invulnerable to Avrils.   

Q: Hellbender?
A: The Hellbender didn't add anything unique to the chaos of the battlefield and really just got chewed up by both the bigger and smaller vehicles.

Q: Manta?
A: The map is made for the Viper and I'm personally not a fan of the Manta.

Q: Why aren't there more Orb Spawners?
A: Having Orb Carriers constantly defending Nodes gets pretty annoying. Plus, this way you have to give them enemy credit for Orb captures because you know that Orb had to get through a lot to get to your Node.

Q: What are the Shaped Charges for?
A: It seems like these mainly get used to trigger special events but they can wipe out a node in just one blast and I've seen them do up to 48 damage to a Core, which is nothing to sneeze at.

	Moral:

Don't try to conquer the world for real, my map is more fun. Please inform the governments.

	Thanks:

my dad - for his atlas and computer
Nick and Mak the Mortal - invaluable trouble shooters
3Dbuzz (3dbuzz.com)- official tutorials
Hourences (hourences.com) - general tutorials
Arcadia Vincennes (avld.org)- kismet tutorials
iDtech Camps(internaldrive.com)- I probably wouldn't have gotten to play UT3 by the time of this contest if I wasn't teaching it at camp.

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