--------------------------------------------------------------
 CTF-CTC-WarpCore
 by Rob 'FraGnBraG' Burns
 ReadMe File for Unreal Tournament
 Release Date: November 2, 2005 
--------------------------------------------------------------
TITLE:          CTF-CTC-WarpCore
Filename:       CTF-CTC-WarpCore.zip
Version:        1.00 FINAL
Player load:    8 to 12 players (Recommended 10 Masterful+)
Last Update:    November 2, 2005 
Author:         Rob 'FraGnBraG' Burns

--------------------------------------------------------------
 IMPORTANT NOTES:
--------------------------------------------------------------
INTENDED UT RENDERING DRIVER :  

	OpenGL (UTGLR28) 
	D3D mode was NOT tested 
	(so the map might look like crap in D3D)

INTENDED UT BRIGHTNESS SETTING : 5/10 

	(Press the "F11" key when in-game).

eMail Address: fragnbrag@gmail.com

--------------------------------------------------------------
 DESCRIPTION:
--------------------------------------------------------------
LIANDRI CORPORATION RESEARCH DIVSION WARP-ENGINE TEST LABS 

A perpetual leader in international scientific research and 
development, Liandri Corporation was a major contributor in 
the development of Earth's early "faster-than-light-engine" 
technology. 

In fact, much of the technology created in those early days 
is still used in the engines and reactors common in modern 
commercial and military spacecraft. 

Earth's era of faster-than-light space travel was made possible 
by the pioneering scientists who worked endless hours in 
Laboratories and Facilities like this old Warp Core 
Development Lab. 

Nowadays, twenty-five years after chubby little lab rat "Willbur" 
successfully traveled through a stable worm hole vortex to nibble 
a tasty morsel of chedder on the other side, this old 
Liandri Research Facility is more a museum than functional
laboratory. 

Yes, Liandri must still maintain the place, keeping a skeleton 
staff of maintenance and security personnel to monitor the 
equipment and keep the place clean - since even very small 
worm holes (like the one in this Research Facility), once 
stabilized, can persist on their own for eternity (well as 
far as the theory goes :)  

Rather like the old catch-22 of nuclear fission resulting in 
disposal problems for nuclear waste, this stable worm-hole
must be watched and guarded, since it might cause problems 
if left unattended.... 

Such is another case of "the price we pay for progress" as Liandri 
has been known to say.  Most Worm-holes are created out in space 
anyhow, so the worst that happens is every so often a ship will 
fly into one they don't know about and end up somewhere else 
unexpected =P

As is the usual deal, Liandri decided to use the Labs for the
Unreal tournament, providing a rather "hazardous" venue for 
CTF matches.

So, remember to zip your HAZARD SUIT up tight and WATCH YOUR
 STEP as you FRAG and get FRAGGED in the LIANDRI RESEARCH 
WARP CORE TESTING LABS !!!



Hope you all enjoy this map
FNB, October 2005



--------------------------------------------------------------
 History:
--------------------------------------------------------------
c.2001: Original map DM-Warpcore - oh boy did that one suck (SGTech1) =P

c.2002: Rebuilt as a concept CTF 

c.2004: Refurbished CTF, retextured 2k4, botpathed 

c.2005: For CTC3, retextured with hourindus, pitores, added fnb custom art 



--------------------------------------------------------------
 AUTHOR NOTES:
--------------------------------------------------------------

SORRY FOLKS, YOU REALLY NEED A P4-1G+ TO ENJOY THIS MAP. IT RUNS GREAT
 ON MY OLD P4-1.8G BUT DOES GET LAGS HERE AND THERE ON MY OLD P3-1G 
DUE TO SOME HIGH NODE-COUNTS SOME SCENES.

FrameRate is lower than i hoped in the bases, this is due to 
nodes mainly, but also the size of the main zone is huge and the 
number of surfaces/lights/efx etc causes some high-ish occlusion 
values (when first looking into the zone) 

note that there are only a few coronas - that's in the odler parts 
because the place is full of tube-lights (or diffused tube lights) 
or these little ceiling dome-lights, which NONE of those type of 
light fixtures give off coronas in real life. I have some in the map
but just so you know, coronas are looking dumber to me every day - 
especially on lights with diffusers or tube lights - No longer L33T, 
not "cool eye candy", no "unreal" excuses - just a dumb looking 
oversight nowadays ... (heh who really gives a shit !!!

You might think, "hey why don't those worm-hole vortex "contact"
ring thingies spin around." Well they DID. It looked really cool too. 

Looked just in the movie Contact - BUT - having them as movers sucks 
the LIVIN' LIFE out the OLD unreal engine and the framerate drops to 
very low UN-ACCEPTIBLE levels everywhere in the map (Thats 6 perpetual movers) 

Now what that does is make for a very laggy and frustrating time when in 
the base, and a sluggish time elsewhere - especially when the guns start 
firing ... and triggering them on and off makes no damn difference, LOL!  

so NO, for this map the spining rings are DEAD -- which is ok, since 
apparently, the residual wormhole remained stable after the experiments 
anyways, so the rings could be shut off :D

Anyhow, very tough map to make in the end, even with the moderate
polys (ie not overly detailed areas) it was hell getting the 3000+
brushes to "mesh" - haha, that sounds weird :) but i guess i've got 
it all since you're reading this :D

Happy Fragging!!!
FNB


--------------------------------------------------------------
 CREDITS:
--------------------------------------------------------------

Special Thanks go to:

1 - Those folks at UnrealPlayground who gave me feedback on the BETA maps
  during October 2005: Derdak2rot, TexasGTar, COBRA, Hawkwind, Volcano
  and anyone else who left feedabck whom i forgot to mention :)

2 - 1HS-Howard Stern, kaMi, IronBlayde (and myself, heh) for some 2k3/2k4 
  textures.  Which ones has become blurry since i've alterd just about 
  all of them by now :D

3 - The texture MyLevel.Misc.AAX-FRAME-01 is "borrowed" from map 
  "CTF-Fallout][" by Brandon "Brandoom" Flowers - (fun map, good mapper) 
  It made the walls where it's used more interesting than bricks or concrete :)

4 - Special thanks to Mr.STEWE from PsykkoPhobia Bros. for pb_totalizator.umx 
  (email: voles@hotmail.com, jpetrasek@hotmail.com)
  This module simply ROXX !!! 

5 - MyLevel contains all custom textures used. This has been done for obvious 
  reasons and ALSO includes a few base textures from ShockSystems package 
  SSColdSteel

6 - Original FNB content, the animations, panels, and all those damn ANSI 
  warning signs and other modified or composited textures are indicated 
  by "_rb" or "_fnb" in the textures name - these ones were made by ME 
  and are free for use by anyone as long as proper credit is given, 
  actually, i don't really care about getting credit anymore in UT99, so 
  just help yourselves and have fun :)

7 - a few of the hourances pitores textures I re-scaled, renamed with "_hires" suffix, 
  and put in myLevel - these made for some freaky cool HortonWho(tm) L33T shadows in 
  the outside-ish areas of the map :D

8 - I'd like to thank hourances for the producing Indus_X and Pitores_UT texture 
  packages - i did not base my map on those themes specifically, but i do think 
  the choices complimented the theme i had developed (which unfortunately featured 
  no cloth, wood, rock, etc etc ... Perhaps another time, another map .. 2k4 
  most likely ...

9 - The ALT pathes in this map are SmartAlternatePath actors, a script developed 
  by Micheal 'Bot_40' Rippon - many thanks BOT, and also for the great mappage.

  The BOTs are rather stupid in this map, in that they don't seem to go for
  items very often, but they travel end-to-end and will take your flag if you're 
  not paying attention, LOL! The SmartAltPath actor does help them use the other 
  routes every so often, whereas the regular altPathing didn't seem to do work
  very well no matter what i did ... :/  

  Oh well, Maybe i'll have better BOT luck next time :D

10 - Lastly, I want to thank Flying_Killer at Unreal Playground for organizing and 
  assembling the CTC map packs, of which this map is for pack #3... GJ FK :)

Guess that's it :) hope i didn't forget anyone or anything...

Frag ON!


--------------------------------------------------------------
 Play Information
--------------------------------------------------------------

Game: Unreal Tournament
Level Name: CTF-CTC-WarpCore
Game Type: UTCTF
Botmatch: Yes
Single Player: No
Teamplay: Yes
Difficulty Settings: Only For Bots
New Textures: Yup, lots
New Sounds: No
New Music: yes, pb_totalizator
Mods: No
Mutators: No

# of Players: 8-12.  


I tested it with up to 16 players and it worked ok (spammy as hell, LOL!) 
I recommend 10 INHUMAN or GODLIKE bots is best. Remember that even bad CTF players 
are better than masterful BOTS so inhuman or godlike settings make things more 
challenging if you want a good match.

Overall match FR was 60-80 range on my 1.8G-P4/9800pro 1024x768 using OpenGL.

I experienced LAG i one spot in this map. (the first sniping perch you see out after a spawn) 

If you have a P4 or better and you get lag then you have something wrong with your PC, UT or 
video setups.


It should work ok on P3's as well, but i did not spend a lot of time testing the map 
on my older system - However, I do get some lag in spots due to the high nodes ...

I did get good FrameRate averages 40-50 fps range for games with around 10 bots ...
I think that's good for a 3000+ brush map :)



Relics are always fun too!

Enjoy!



--------------------------------------------------------------
 Inventory
--------------------------------------------------------------
----------------------
Weapons:
----------------------
more than plenty for 8-12 players ...

NO REDEEMER erm... haha :D

OF COURSE NO ESR 


----------------------
 Armor and PowerUps:
----------------------
enough for 8-12 players ...

2 Damage Amplifiers
2 Kegs
2 Shield Belts
2 thigh pads

NO INVISIBILITY



--------------------------------------------------------------
 Construction
--------------------------------------------------------------
Base: Original Map

Build Time: As usual, on and off for a long time - i really have no idea =P  

Editor(s) Used: UnrealEd2, PaintShop Pro 7, 8, KODAC CX6330


--------------------------------------------------------------
 Mods
--------------------------------------------------------------
none ...


--------------------------------------------------------------
 Installation
--------------------------------------------------------------
Unzip the CTF-CTC-WarpCore.zip file and place *.unr in your
Unreal Tournament/Maps directory, then either doubleclick on it,
or type 'open CTF-CTC-WarpCore' in the console or select the Map
in  a Botmatch or an Internet game.

*.unr files go in Maps/
*.utx files go in Textures/
*.umx files go in Music/
*.uax files go in Sounds/
*.u and *.int files go in System/


--------------------------------------------------------------
 Additional files:
--------------------------------------------------------------

hourindusx_ut.utx	-- NOT INCLUDED 

hourpitores_ut.utx 	-- NOT INCLUDED 

richrig.utx 		-- NOT INCLUDED 


These texture packs should ALL be in your textures folder 
by now anyways and if any of them are not then omg get 
with the program dude, LOL! you can download them from 
NaliCity ...


pb_totalizator.umx	-- INCLUDED (good thing it's SMALL :d


--------------------------------------------------------------
 Known deficiencies:
--------------------------------------------------------------

- I MyLevel'd all the custom textures so the map has a huge 
  filesize (30+ megabytes !!!)

- Maybe a bit too noisy in there, then again maybe it's too quiet - i
  dunno, i always play with the music cranked up ;)

- As always, the BOTs could have certainly been better... but as they
  are 5 vs 5 inhuman they fight hard, 6 vs 6 can be good too, with some 
  spamming, 7 or 8 per team i think you have an impossible SPAM-FEST!

- The map is a pretty hard layout for CTF bots but with people i see
  XLOC skill as a must ;)  This BSP is very bad for proper bot-pathing 
  everywhere - people won't have any problems though (unless they 
  are crappy CTF players, LOL! c'mon - learn it! it's supposed to be
  hard and challenging - GO TO INHUMAN or GODLIKE if you find it too 
  easy... I suspect masterful bots are good enough for most folks.  

- I put a LOT of work into the graphics in this map (yes I made and 
  created piles of textures for this map, and i know a lot of them 
  suck!!!) but i am getting better each time out (i'm sure hourances 
  didn't just pop out of the pod as an expert texture artist - i'll 
  bet it took him some time to get the skillz together) ... 

  I know that next time i'll make the signs and what not appear more 
  tattered and worn, as even with UT detail textures ON they look 
  a bit too "clean" for my liking, but DEFINITLY PLAY UT WITH DETAIL
  TEXTURES ON !!! 

- as mentioned before, rigs of less than 1G like most P3 pcs will
  definitely lag in spots in this map .. sorry, did what i could :)
  Next time might be able to do better, dunno.. i'll certainly try.. 

--------------------------------------------------------------
 Other Levels By Author:
--------------------------------------------------------------

-------------------
 UT99 Levels:
-------------------

1. DM-FNB-RingOfStones 
- Ancient - Alien world temple arena 
(released January 2003 - UT99)

2. CTF-FNB-SpaceJunk 
- Tech - Huge orbital space com platform 
(released August 2003 - UT99)

3. CTF-FNB-Rusty 
- Industrial - Big, gritty, rusty, wet, deadly 
(released January 2004 - UT99)

4. CTF-FNB-Rusty][ 
- Industrial - Improved version of "Rusty" 
(released February 2004 - UT99)

5. DM-FNB-BarrelOfFun 
- Industrial - mechanized unreal FUN! 
(released March 2004 - UT99)

6. CTF-FNB-SpacePods 
- Tech - starship CTF 
(released April 2004 - UT99)

7. DM-CTC-DeadlyWorship 
- Gothic - Mideaval religious deathmatch 
(released December 2004 - UT99 with CTC Vol.2 mappack )

8. CTF-FNB-HyperFrag 
- Tech - OMG another starship CTF  
(released as CTF-FoT-HyperFrag with Swanky's 
FlagsOfTime mappack August 2005 - UT99)

9. CTF-FNB-OrionsRevenge 
- Tech - Land-based sort-of future refinery type 
deal having an Orions Curse theme twist...  
(released September 2005 - UT99)


----------------------
 UT2004 Levels:
----------------------

1. DM-1on1-Q2SuddenDeath
- Tech Industrial - fave old Q2 duelin' map
(released August 2004 - UT2004)

-----------------------
 Work-In-Progress:
-----------------------

OMG STILL lots of UT99 projects and a few UT2004 maps on the go - 
fortunately i've gotten back into UED3 at long last so hopefully 
i'll stick with it long enough to produce a map or two before 
the next UNREAL TOURNAMENT appears, LOL!

-----------------------
 Web-site:
-----------------------

As of January 2005  I no longer have web-site hosting so 
http://members.rogers.com/fragnbrag will be disappearing from 
the internet after a two year life time :(

oh well, I'll be looking into new hosting sometime - till then 
i'll be posting away at UP with any relevant news about my maps 
etc :D

For a look at screenies and info of upcoming FraGnBraG UT maps, view 
this thread in the UT BETA MAPS forum at Unreal playground: 
http://forums.unrealplayground.com/showthread.php?t=19689

All released FraGnBraG maps are available from:

Unreal Playground - http://www.unrealplayground.com/mapper.php?id=1014

NaliCity - http://nalicity.beyondunreal.com/view_author.php?aid=1908

Maps also available from MapRaider, Levels4You, and Insite!

--------------------------------------------------------------
 Copyright / Permissions
--------------------------------------------------------------

=======================================
This level is copyright by Rob 'FraGnBraG' Burns 2001-2005.
Authors may NOT use this level as a base to build additional levels
without explicit permission from the Original Author (ME!!)
=======================================
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! 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.

UNREAL (c)1998 Epic Megagames, Inc. All Rights Reserved. Distributed
by GT Interactive Software, Inc. under license. UNREAL and the UNREAL
logo are registered trademarks of Epic Megagames, Inc. All other
trademarks and trade names are properties of their respective owners.
UNREAL TOURNAMENT (c)1999 Epic Megagames, Inc. All Rights Reserved.
Distributed by GT Interactive Software, Inc. under license.
UNREAL TOURNAMENT and the UNREAL TOURNAMENT logo are registered
trademarks of Epic Megagames, Inc. All other trademarks and trade
names are properties of their respective owners.

This ReadMe is BASED ON THE Template generated by UTReadMeTemplate.cgi
created by FuzzBuster{G3} for NaliCity.

--------------------------------------------------------------
 COMMENTS AND SUGGESTIONS ARE ALWAYS WELCOME....
 HOPE YOU ENJOY THE MAP!
--------------------------------------------------------------
FNB, November 2, 2005 

EOF
