Author:         drunklove       

Email:            drunklove@hotmail.com

GameType:    BunnyTracks

Mapname:      BT-Frozt

Difficulty:       Varies 

Description:    My fifth complete map. Defunkt Liandri facility for extended biogel testing.

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-Packages-

Custom Texture packages:    dlFlmPck, HourIceSkaarj, JerethBTA_TempTexPack 

Sound Packages:   Myleveled.

System Packages:   ActorAttacher, DLRazor3, elrod, FragmOfTime, FurryDelayedTrigger2, FurryKicker, FurryMover2, FurryMover3, FurryProjectileSpawner,
                       NBCRM, Singularity

  *Note* These are all custom packs. If you're missing a package install the "Official Epic Bonus Packs" for UT99. *Note*
  *Note* Almost all system packages that were used are not Myleveled so other mappers can find them easily if they wish to use them. *Note*
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-Thanks to-

UnrealWiki:                          For their custom scripts(ElevatorTriggerPlus, CameraSpot and a few others that I'm sure I'm 
                                           forgetting) and their extensive Unreal engine archives. Mappers/Coders can learn alot from this 
                                           site and it deserves the respect it has earned.

kLeptO:                             Ideas, Scripts, Problem-Work-Arounds and Online Testing.


nikoo:                              Online Testing.                      


Nav:                                For his CameraSpot fix (anti-F5).


Arm00geddon:                        For the anti Walk/Crouch Warpzone(idea? glitch?). Cuts down significantly on the sticky wall glitch while
                                          falling down cylinder-brush made pipes(thanks Klep).


BT maps of the past:                 By viewing the wide variety of BT maps (the good the bad and the ugly) I have learned what 
                                           I should and shouldn't do with the Editor.  Unfortunately I still whore my maps with too many actors.


               ****Note: Memory's foggy nowadays.... Sorry to those who I may have left out. Note****                          
 
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-Version History-

BT-Frozt:       -Not much to say here, it's the first complete release of the map.  

BT-Frozt-v2:    -Fan rooms shoot triggers were nerfed.  Shot blasts don't have to fit all the way through the hole to hit the texture. It's more like
                 halfway now.
                -Blue healing tunnel now has blue tint for those who have ViewFlash on indicating it's not a normal tunnel.
                -Added an extra kicker in the final liftjump room so players get boosted up high enough . The obstacle is basically just a simple liftjump
                 to button and bounce off kicker avoiding the button on the way up. The blasts are just for show when the player enters the Camera mode.

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Known Bugs:

        -While testing, overall ping seems to raise by 20 and that was only with 3-4 people in the server. Probably due to too many actors or the green
         spheres not dying off properly puttin' unnecessary strain on the server. 

        -First set of Movers tend to go out of sync after so much time. They're green lazer fields kill more often than deal damage(just meant to deal 
         damage). If you get zapped and survive it's a 50/50 chance you'll survive the First fall into NitrogenZone. :x 

        -First fall into NitrogenZone deals either 30 or 60 health once you land in it(On and Offline). Not sure why it's inconsistent.

        -Bouncing sphere projectiles with Falling physics don't match up right online (and probably don't show in demos). Damage dealt is set to 0 so 
         the player gets pushed back rather than just die. There still seems to be a problem with them killing players instantly(rare). 

        -Sticky walls in fan rooms. Just don't touch the walls.

        -Trampoline script doesn't seem to trigger sounds online(just me?).

        -Final ascent blasts(non collision projectiles) tend to disappear(On and Offline).

        -Players get stuck in final ascent if they go upwards against the walls. Stay in the middle.

        -Some spheres may go rogue and bounce around for some time until their Lifespan runs out.

                 -In v2 the final liftjump blasts don't kill players if you push the button that opens up the kicker. 2 of the 4 projectiles that spawn
                  get destroyed once they hit the extra furrykicker. Even if you get swallowed up in the visual blasts you won't die.

        -Extra Notes-


         *****Please do not edit this map. If something needs fixed/changed I'll do it myself.  Feel free to send
	    an email for bugs!*****