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WAR-SeaSkirmish
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by Kua - "Distant Land"
SinowBeast@hotmail.com

Version 1.0 - Released 9/9

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Installation - Extract everything into My Documents/My Games/Unreal Tournament 3/UTGame/Published/CookedPC/CustomMaps
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Recommended Players: 32-32 -> Mutators: Titan, Big Head -> Characters - Skeleton Pack, Skaarj Pack

This is my second map for Unreal Tournament 3 and first Warfare map...
Total construction time was about a month and a half

Gameplay - I wanted to go for something with a unique style in gameplay, and I think it's a lot of fun, though the map has a high tension in its push-pull.  You usually have to get involved and be aggressive really makes things happen.  The teleporters weren't my original idea and had to be thrown in as required.  Also the paths used to be symmetrical but the nodes are designed to make it tougher to capture.  I love that there's a lot going on, and despite the big size, you can really just rush the nodes and core if you play it right, then get stomped by a boat full of titans defending or play air support and rack up points for a falling Titan ambush.  The Vipers can make a jump to the mid boat if you get full speed but more often I launch them at air vehicles and float back down to the ship.    

I was thinking maybe one side or another would be too quick to win because of the theory that a non-symmetrical map can't be even
but I never really agreed with this idea anyway.  In this case, bot stupidity aside, both sides can win once they get a good foothold in
the other's base, but doing so is like assaulting a fortress, no matter which team you're on.  There's a good balance between the aerial game and ground game too, whichever you prefer to focus on helps the other, though I wish you could do more to ships when you're on foot...Avrils take forever to reload.
Inside the main ship the nodes are in the order of Heart > Belly/Brain > Spine > Core...Capturing the Heart gives you on-board spawn points, and capturing the Brain gives you instant access to the spine.  Make good use of the Detpacks and power-ups for your side...There should be enough on the table, usually at the main bases, to press some pretty ridiculous attacks.


Graphics - I really like the animation technique here, though I'm sure I've seen it in some old Dreamcast game. There might be some other way to do a fade but the trees just didn't look good when they popped in, and I used this same solution for the particles on the engines, just having them scale out of existance.  I wanted to do something in an original setting and style.  There aren't too many scrolling levels, and you're pretty limited with what you can do.  The ocean made a good setting, and I got everything in there that I wanted basically.  If I had more time I'd have thrown in some scrolling clouds for the ceiling or passing fog.  I'd have liked to balance the sharp look of the skydome without smearing the screen with DoF.  I also like trying to get something different out of the meshes than their usual intended uses.



Thanks to:
Epic Games
Epic Community
Juan Pancho Eekels - "XceptOne"
SEGA

And anyone who's taken the time to try this out...Thanks for playing!







