Date:  October 31, 2007

================================================================
TITLE:  UNREAL TOURNAMENT MODERN PACK
================================================================


TABLE OF CONTENTS

1. Authors & Credits
2. Extended Description
3. Gameplay Information
4. Full Map List & Credits
5. Music Credits
6. The new "Bot Bonus" Actor
7. Installation
8. Contact Information
9. Copyrights/Permissions



================================================================
SECTION 1. AUTHORS & CREDITS 
================================================================
       
All Conversions done by Lightning Hunter (SEE SECTION 4 FOR ORIGINAL MAPPERS!)
Seclusion.umx and UnderWaterEvolution.umx composed by Trancer Necromancer specifically for the Modern Pack.  See section 5 for other music artists.  Visit Trancer Necromancer's web page here:  http://www.myspace.com/trancernecromancer

Special Thanks to:
-All of the Original Mappers.  Thanks for permission!  Please, please visit Section 4 of this readme file to see who created which map.
-Epic, for creating the Unreal Series
-Trancer Necromancer, for betatesting (and for the two new tracks of course)
-The Music artists who composed the new tracks used in this pack (SEE SECTION 5 FOR CREDIT LIST)
-Hellscrag, for making the first UT Classic Pack that inspired the packs that followed, and for running UnrealSP.org - the best Unreal/UT site on the net! This pack probably wouldn't exist without it.
-Everyone at UnrealSP.org who gave suggestions on music choices and took the time to vote on my music polls.  UBerserker, MMAN, NicolasEymerich, Ultimate Weasel, Rarsonic, Jethro, XYZ8000, fashahhh, Sanastro, Darkon, Frieza, and Visc are among the people who participated.  Thanks to all of you, and to anyone else I might have forgotten.
-NaliCity, for hosting all my Conversion packs.

Other Credits:
-UArchitect, for help on the bot bonus code (first released with the UTCP3).
-Ion, for suggestions on the bot bonus code.
-Steve Nabors, for the new ParticleSpawner actor
-Wormbo, Dante, and AX000 for the YawTeleporter code over at UnrealWiki.
			

================================================================
SECTION 2. - EXTENDED DESCRIPTION:
================================================================

This is the fourth map pack in a series of Unreal-to-Unreal Tournament conversions.  Unlike the previous UT Classic Packs, The Unreal Tournament Modern Pack contains maps that have been created on or after the year 2002 (most of them created in the past few years).  Most people are not aware that Deathmatch maps are still being created for the original Unreal today.  Some of the artists currently on the scene have created maps that are best described as "OWNAGE".  Thirteen of my absolute favorite Modern Unreal maps have been converted over to UT manually for Deathmatch.  A considerable amount of time and effort has gone into these conversions to make the maps more enjoyable than ever.

Like the previous Classic Packs, the conversion process involves replacing all weapons with the UT counterparts, adding level information, screenshots, and music.  I have also spent a great deal of time improving the bot support.  The bots have undergone extensive testing, and should provide a good challenge on every map included.  I’ve also taken the time to align textures, tweak lighting, place additional playerstarts, add blockplayer actors (so players can’t leave the arena in some maps), enhance gameplay for UT, and many other changes (too many to list here).  The “Full Map List & Credits” section of the readme file has a complete list of changes.

A great deal of time was spent choosing the music for this pack.  I created several polls over at the UnrealSP.org forums for people to choose their favorite DM music for specific map themes – resulting in some of the music choices for this pack.  In addition, I met a music composer, Trancer Necromancer, who was anxious to compose music; therefore, two new tracks come with this pack – “Underwater Evolution”, and “Seclusion”.  Official UT music is NOT used in this pack at all.  For a complete list of authors for each music track selected, visit the “Music Credits” section of the readme file.

The four mappers’ whose work I used in this pack are Steffen "Krull" Eckenstaler, BeWilderBeest, Sanuya Frontier, and TronoVision.  Thank you guys for granting me permission to use your work in this compilation!

NOTE: These maps have a new prefix of "DMU-" rather than "DM-", in order to be conveniently placed at the bottom of the map selection menu in Deathmatch/LastManStanding. DMU is NOT a new game type, but simply a new prefix for classic Unreal maps.  Go ahead and play them as regular DM maps with your favorite Mods/Mutators or whatever you want.

Enjoy!


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SECTION 3. - GAMEPLAY INFORMATION:
================================================================

NEW ITEMS:
____________________________________________
Any UT player that has not played the original Unreal will notice a few new items in this map pack.  Here is a description of these new items, for players that are unaware of what they do:

Dampener:  Silences your weapons.  Doesn't really do much against bots, but I'm sure people will find clever uses for them online.

Flak Shells:  These give you one extra round for the Flak Cannon.  They are simply modified FlakAmmo.  Class created by Leo(T.C.K.).

================================================================
SECTION 4. -  FULL MAP LIST & CREDITS:
================================================================

Below is a list of all thirteen maps in alphabetical order.  The changes made to each map were documented as I converted them.  The music choices, player load, and original author is listed here.
 
----------------------------------------------------------------
Map Name:  DMU-AlphaLab - "The Alphalab"
Author:  Steffen "Krull" Eckenstaler
Player Load:  5-12
Music Chosen: Resist-DM.umx

Changes:
-Changed teleporter to YawTeleporter near the Mega Health.
-Removed dampener
-Moved some ammo around slightly
-Added some playerstarts and relocated some others.
-Deleted all kickers and replaced them with swJumpPad Actors for better bot play.
-Pathnode tweaks here and there
-Changed the powerups in the crushing wall trap to a MegaHealth and UDamage.  They are both an "evil" red color, to warn players of the trap.  ;)
-Fixed the trap so that it is now impossible to collect the Megahealth and Udamage without escaping alive.  Previously, you could enter the first trigger, exit, then re-enter it again to deactivate the trap (an obvious unintentional error in the original version).
-The cross-lasers in the jumppad trap now do around 40 damage rather than killing you instantly.  I felt this was a bit extreme in the original...
-Increased the brightness of a few areas.

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Map Name:  DMU-BitterWind - "Bitter Wind"
Author:  BeWilderBeest
Player Load:  2-6
Music Chosen: Energia-DM.umx

Changes:
-Added HealthVials
-Added ThighPads
-Changed Asbestos Suit into Invisibility
-Placed Instant Death Triggers outside arena
-2 more playerstarts have been added, to make action more widespread.

----------------------------------------------------------------
Map Name:  DMU-Destrukt - "Self Destrukt Sequence"
Author:  BeWilderBeest
Player Load:  2-6
Music Chosen: UT-Track10ca.umx
NOTE:  This map was already converted by BeWilderBeest and released on UnrealPlayground, but had a few issues that I wanted to fix.  I also felt it this map would get more publicity in the Modern Pack, and would reach more UT players as a release on NaliCity.

Changes:
-Adjusted the weapons and ammo so they no longer float in the air or are partially submerged under the ground.  Converted the SuperHealth to a UT MegaHealth this time.
-Changed rotation of some inventory, to spruce up the inventory placement
-Aligned many textures
-Reduced saturation of the red lit-hallway slightly, and increased brightness of a few rooms
-Changed teleporter next to MegaHealth to a YawTeleporter
-Changed the door to Triggercontrolled, which is better for bots and for Multiplayer in general.
-Fixed a tiny hom caused by a zonesheet
-Changed the tag of a lift, since two lifts previously used the same tag of "lift01".  This caused conflicts with the bots
-Added more playerstarts.  Also moved existing playerstarts around to be hidden more, rather than in the open where players can spawn-kill you more easily.
-Improved bot paths, and fixed the MegaHealth secret so they can now obtain it.

----------------------------------------------------------------
Map Name:  DMU-Drakus - "Mt. Drakus"
Author:  Sanuya Frontier
Player Load:  3-7
Music Chosen: Seclusion.umx

Changes:
-Improved bot paths slightly (the originals were pretty decent); placed path nodes up in high places that they could possibly get stuck if someone shot them up there.
-Added an Invisibility on top of one of the arches, which requires an impact jump or translocator to obtain.
-Aligned a few textures - most of them were well aligned well in the original.
-Changed the lift to StandOpenTimed, which bots understand better.
-Changed color of HealthVials to yellow.
-Increased the door speed a tad, so you can dodge through it as it's opening.
-Slightly Increased brightness of a few rooms
-Added small zones around playerstarts, in order for players to start more evenly throughout the map.  Previously, you had about an 80% chance of starting in the lower rooms.  Now you have a much higher chance of starting in the upper village area.
-Added a few more playerstarts; relocated a few others.
-Made flames on torches translucent, so you can't see the ugly black lines around the edges.
-Added Kickers around parts of the sides of the mountain, to make it much more difficult for lame campers to hide outside the map in LMS.  You should be thrown to the water no matter where you jump off now.
-Added Instant Death Triggers at the bottom of the cliffs, so there is absolutely no way to survive.

----------------------------------------------------------------

Map Name:  DMU-DSS2700 - "DSS2700 - CargoBay"
Author:  TronoVision
Player Load:  2-7
Music Chosen: UnderwaterEvolution.umx

Changes:
-Added ZoneLightning and increased brightness of a few rooms
-Aligned some textures
-Removed the AmbushPoints, so bots don't camp anymore (this only makes them do worse score wise).
-Changed all doors to Triggercontrolled, for better bot support and gameplay
-Some doors open wider now, to prevent bots from getting stuck in front of them.
-Changed lifts from BumpOpenTimed to StandOpenTimed.
-Modified the Triggered Elevator Doors to open independently of the Elevator (no more dispatcher).  This allows bots to use it, and is overall more speedy for Multiplayer.  A bot-only trigger was also added in front of the door on the top level, so that bots can actually activate it now.
-Reduced DelayTime of some lifts
-Added a Udamage on top of a crate
-The bots will now visit all ventilation shafts and collect all powerups.  Jumpspots have been added, so they now use the JumpBoots to take shortcuts.
-The MegaHealth trap does less damage now, so you don't always die when jumping through the beam.  This reduces the number of pointless deaths the bots obtain while going for it.
-More than tripled the amount of playerstarts in the map.  There were previously only 6!
-Added a bunch of new AmbientSounds in around the map, to make you feel like you really are underwater.

----------------------------------------------------------------
Map Name:  DMU-ExoticaV2 - "Exotica"
Author:  Steffen "Krull" Eckenstaler
Player Load:  3-10
Music Chosen: Eden-DM.umx

Changes:
-Aligned all cliffs and caves (by rotating the brushes and aligning them to floor).  A few interior areas were aligned as well.
-Significantly improved bot paths.  The bots will now navigate all the secret areas and grab all the powerups.
-Increased and modified lighting in a few parts of the map
-The secret shield belt - previously opened by throwing a flare into the pond - now only requires you to shoot the pond.
-Replaced the 2nd shield belt in water tunnel with a Redeemer
-Modified water in secret tunnel area, so it is easier to get in and out of (especially for bots).
-Added a few visible teleporters in the main outside area behind walls - requiring an impact jump.  These teleporters are alternate ways to the Redeemer room.  There is now also an additional Visible Teleporter to get out of the secret water tunnel.
-Added some extra NaliFruit
-Added more playerstarts and relocated some existing ones.
-Zoned off parts of the map more
-Marked the secret walls with arrows and light cones.  They can still be a challenge to find, if you don't know they are there.
-Added an Invisibility on top of roof behind walls (in outside area).
-Removed an Automag (decided not to replace it with enforcer).
-Removed the universal translator and events (useless in UT)
-Added a blockplayer actor in a rooftop area you could previously impactjump through
-Deleted some invisible trees that caused collision errors
-Improved collision of the large Palm tree in the main outside area

----------------------------------------------------------------
Map Name:  DMU-Eulogy - "Eulogy"
Author:  BeWilderBeest
Player Load:  5-13
Music Chosen: DreamState-DM.umx

Changes:
-Increased brightness of several rooms
-Aligned many textures
-Changed doors to TriggerControlled
-Slightly improved bot paths; they will now go for all powerups and take more shortcuts than before.
-Added an extra PulseGun in an area that was void of weapons
-Relocated a few playerstarts
-Replaced the Kevlar Suit with an Invisiblity, to make the secret more worthwhile
-Added Blockplayer actors in skybox areas, to prevent players from leaving the arena.
-Removed Translator and TranslatorEvents, since you can no longer get to them.
-Added 16 Healthvials to the map
-Two extra Rocketpacks and one Shockcore have been added


----------------------------------------------------------------
Map Name:  DMU-Hightech2 - "HighTech ]["
Author:  Steffen "Krull" Eckenstaler
Player Load:  3-8
Music Chosen: pb_totalizator.umx

Changes:
-Enhanced bot paths
-Changed lift to StandOpenTimed, and added LiftExits & LiftCenter for bots.
-Removed Dampener
-Moved most ammo pickups a little further away from the weapons (there were previously always 2 ammo pickups right next to each weapon).
-Replaced the automag with healthvials, rather than an Enforcer
-Replaced kickers with SwJumpPads.
-Zoned off more parts of the map, and added very dim zonelighting in a few areas
-Warp tunnels have been modified.  The gravity has been set so you can't move around while in transit; this prevents players from getting stuck.  The tubes are also set to vacuumzones, so if you find a way to get stuck somehow (like using a translocator), it will kill you
-Fog around Teleporters has been changed to Green.
-Teleporters changed to YawTeleporters
-Added BlockPlayer actors, to prevent players from leaving the arena.
-Added a Cloudzone in the outside the map
-Added more playerstarts; relocated some others.
-Added more Medkits and HealthVials.  Also changed the color of the Health Vials to green.


----------------------------------------------------------------
Map Name:  DMU-Meridia - "Meridia"
Author:  BeWilderBeest
Player Load:  2-5
Music Chosen: NeuroCyc-DM.umx

Changes:
-Added some HealthVials
-Aligned some textures
-Added some playerstarts, and relocated some others.
-Added Blockplayer actors on the windows, to prevent players from leaving the arena
-Slightly modified bot paths; bots will now go for the MegaHealth and Armor.


----------------------------------------------------------------
Map Name:  DMU-Raskasar - "Raskasar"
Author:  Steffen "Krull" Eckenstaler
Player Load:  3-9
Music Chosen: DTD-DM.umx

Changes:
-Removed the Dampener
-Replaced the Invisibility at the Laser-death trap with a Megahealth.  The Megahealth is an "evil" red color, to warn players of a trap.  There is a real Megahealth on the other side of the same room.  Only curious people with impact hammers will perish.  ;)
-Replaced Force Field with an Invisiblity.  Now you really CAN get one in this map.
-Added a udamage that requires and impact jump in the shockrifle room with the Skaarj Statue.
-Made collision of statues much more accurate with the use of BlockAll actors.  The arms and legs of statues are blockable, but players can shoot between the legs and such.
-Removed some pointless Blockall actors around the statue that you shoot to open the Invisibility secret.  The Blockall actors only made it harder to trigger the secret.
-Added some health vials and changed their color to red.
-Reduced the amount of reverb in some zones
-Improved bot paths quite a bit.  Bots will now obtain every powerup, including the Armors.
-Added over 200 BlockPlayer actors to prevent players from hiding on the rooftops and going where they shouldn't be.
-Placed pathnodes on rooftops, and instant death triggers outside arena incase bots are "blown" too far away from the action.
-Added some more playerstarts and changed the starting direction of a few others.
-Added some very dim zonelighting
-Aligned some textures

----------------------------------------------------------------
Map Name:  DMU-Route66v2 - "Route66 V2"
Author:  Remake by Steffen "Krull" Eckenstaler; original by Hobeaux
Player Load:  2-6
Music Chosen: Point.umx

Changes:
-Added bot support.  Bots will go for Sheild belt, as well as grab the SniperRifle sometimes.
-Bots will trigger the Sheild Belt trap sometimes
-Added 2 more playerstarts
-Changed teleporters to YawTeleporters, so you always face the right direction.
-Aligned some textures
-Placed BlockPlayer actors around the outsides of the arena, to prevent players from jumping out into space.
----------------------------------------------------------------
Map Name:  DMU-Syndir - "Syndir"
Author:  BeWilderBeest
Player Load:  2-6
Music Chosen: Racer12.umx

Changes:
-Fixed some BSP bugs, including a few HOMs.
-Removed all zones, due to them causing problems with the BSP.  The map is small enough (and low poly enough) to be one zone.  The players now start more evenly around the map as a benefit.
-Deleted AmbushPoints, since they merely slow bots down and reduce their score in the end.
-Slightly improved bot paths
-Tweaked lighting slightly.  Increased brightness of a few spots, and reduced saturation near the BioRifle.
-Replaced Automag with a PulseGun rather than an Enforcer, and replaced the Stinger with a Ripper.  This means the map now has 2 rippers (on opposite ends of the map) and a PulseGun in the center.
-Relocated some playerstarts, and deleted one that was under the ground.
-Aligned a few textures
-Changed a Skaarj panel texture that was really out of place (it was upside down as well).
-Added some HealthVials


----------------------------------------------------------------
Map Name:  DMU-Technika - "Technika"
Author:  BeWilderBeest
Player Load:  3-9
Music Chosen: metal_c_greyvoid-DM.umx

Changes:
-Aligned some textures
-BlockPlayer actors have been placed around the outsides of the map, to prevent players from leaving the arena.
-Placed Instant Death triggers in areas that players could possibly hide from the action.  This prevents campers in Last Man Standing
-Dead bodies have been added in the Instant Death Zones, to warn players of the "boundaries" they can cross before being killed for camping.
-Added HealthVials
-Added JumpBoots
-Placed about 15 JumpSpots for bots
-Tweaked existing bot paths and enhanced the overall bot play slightly
-Added more playerstarts and relocated a few others.
-Replaced Dampener with Invisibility
-Fixed an HOM
-reduced StayOpenTime of one lift

================================================================
SECTION 5. -  MUSIC CREDITS:
================================================================

The following is a list of all the new music tracks used in this pack, along with the authors.  A few minor changes were made to some music, like volume levels and proper loops.  This is why some of them have been renamed, to avoid conflicts with maps that may already use them online.
Note:  "n3 (Necros)" and "Necros / FM" are two different artists.

Name:  DreamState-DM.umx - "Dream State"
By: n3 (necros)
Changes: Increased volume of the ambient portion, and decreased volume of the drums & beat.  Added a proper loop.

Name:  DTD-DM.umx - "Dream Tear Down"
By: Teque
Changes: Added a proper loop; balanced volume.

Name:  EDEN-DM.umx - "Eden"
By: Necros / FM
Changes: Added a proper loop; balanced volume.

Name:  ENERGIA-DM.umx - "Energia"
By: Necros / FM
Changes: Added a proper loop; balanced volume.

Name:  metal_c_greyvoid-DM.umx - "Grey Void"
By: n3 (necros) - guitar loop from Firebr.umx, as stated in the MOD comments section.
Changes: Added a proper loop; balanced volume.

Name:  NeuroCyc-DM.umx - "Neurocycle"
By: Teque
Changes: Got rid of some of the "Porta Down" effects in the patterns, because I thought it sounded better without them.  Also added a proper loop.

Name:  pb_totalizator.umx - "Totalizator"
By: Mr. Stewe
Changes: None.

Name:  Point.umx - "Point of Departure"
By: Necros / FM
Changes: None.

Name:  RACER12.umx - "Text Racer 1.2"
By: Teque
Changes: None.

Name:  RESIST-DM.umx - "Resist"
By: Teque
Changes: Added a proper loop.

Name:  Seclusion.umx - "Seclusion"
By: Trancer Necromancer
Changes: None.  This track was created for the Modern Pack!

Name:  UnderwaterEvolution.umx - "Underwater Evolution"
By: Trancer Necromancer
Changes: None.  This track was created for the Modern Pack!

Name:  UT-Track10ca.umx - "UT-Track10ca"
By: John 'SabbathCat' Martin
Changes: Got rid of the "All Your Base Are Belong To Us" quote.  Although it was funny, it was a bit annoying.  Also decreased volume of track slightly.


================================================================
SECTION 6. - THE NEW "BOT BONUS" ACTOR:
================================================================

Many significant changes have been done to the bots in this map pack, but the most significant has to do with a new actor called a "Bot Bonus".  The purpose of this actor is to tell bots to visit certain areas they would otherwise not visit.  It can be used to get bots to press buttons, visit areas where people camp, trigger traps, etc..  It is basically an invisible pickup that only bots can grab.  Humans are unable to pick them up, and won't even know they are there.  The DefaultProperties can be adjusted to the liking of the mapper.  Properties that need to be adjusted are "MaxDesireability" and "RespawnTime".  The higher MaxDesireability is, the more likely bots will be to grab it.  At very high numbers, bots will fight hard to be the first to obtain the BotBonus.  The RespawnTime is how often you would like bots to visit the area.  It is respawned the same way a weapon or ammo pickup would Respawn, so bots obviously won't grab it if some other bot has already done so and the Respawntime is high.

Mappers:  Feel free to use this actor for better bot support in your maps!  I'm tired of playing maps in which bots ignore campers and rooms that are vital to the gameplay...


================================================================
SECTION 7. - INSTALLATION:
================================================================

Unzip the archive to your UnrealTournament folder - making sure you have folder names turned on!

If you want to manually move the files over, do the following:
Unzip all the files that end in .unr to the Unreal Tournament Maps folder.
Unzip all the files that end in .utx to the Unreal Tournament Textures folder.
Unzip all the files that end in .umx to the Unreal Tournament Music Folder.

That's it! The maps will now appear on the bottom of the Deathmatch/LMS list in UT.


================================================================
SECTION 8. - CONTACT INFORMATION:
================================================================
  
E-mail:  LightningHunter at Hotmail dot com
Alternatively, you can find me over on the www.UnrealSP.org forums.  You can send me a PM there, and I will respond pretty fast.
Feel free to send me an e-mail for any questions or comments!

================================================================
SECTION 9. - COPYRIGHTS/PERMISSIONS:
================================================================

Each of the maps used in this pack are property of their respected mappers.  Permission must be granted from them prior to modifying their work and releasing it online for public use, as I have done before releasing this pack.  Please be courteous and credit people properly, as I have tried my hardest to do in writing this text document.


