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Map Name: Like they Do in Katroo!
Map Author: Sinnical
Player Load: 12-24
Brushes: 787
Polys: 3374
Nodes: 7767
Lights: 151
Zones: 50
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Notes: Designed for the Unreal Playground Dr. Seuss mapping contest. Thus the size and 
layout of the map were created with a 20 playerload standard weapon config CTF match in 
mind. Creation time was 9 days overall, i don't know how many hours that translates into,
but undoubtedly more than is healthy. 

Explanation: There is a great deal of content in this map that probably needs explaining 
to be fully understood. The first consideration is that this was designed to bear 
resamblance to artwork of Dr. Seuss. In an attempt to give the map that cartoony feel, 
i got very experimental with the map's lighting. False lightsourcing is used in many areas. 
What is meant by falce-lightsourcing is that (for example) the windows on the outside of the 
center building appear as if they are glowing with light from the inside. Once you enter 
this buildings however, you can see the same windows but now the lightsoure comes from the 
outside in very cartoony and boldly contrasting colors. This can be seen in some of 
Dr. Seuss's work. I feel the looming shadows this effect creates work for dramatic effect, 
and breaking up the very simple color pallete used in most Seuss books. The same concept 
was meant to apply to this map.
	The lighting in general seems a bit quirky throughout the map, but much of it was 
done to emulate the Seuss style. The outer area and flag rooms are examples of this. No 
lightsource is used in either of these areas for the majority of light. Blue light comes 
from one angle, and red comes from the opposite. This idea was inspired by the Seuss
picture Seusspic.jpg which i have included with the map. Seuss uses colors that are, in 
their softness and contrast to eachother, able to function as a double light source (meaning that
either color could be the light on the surface and either color could be the shadowed side).
This was implemented in the map so it would seem that both ends of were thelightsource of 
the outside area.
	The multicolored overlapping lights/shadows that are displayed in the Vivid Spawn
rooms were where my own tangent. I needed something that fit the Seuss theme well,
but went a little deeper than Seuss was able to go on paper in a children's book and 
exploited the benefits of the Unreal engine. After a little experimentation i found that 
using the 3 primary colors from opposite source points created a very interesting mix of 
lights and shadows. After the first light build of that room i knew it had to be implemented.
It serves well to give this room its unique feel.
	This brings me to another point that needs little explanation but still may be 
helpful if a bit explained. It was my intention that each room have a seussish feel, but
also be uniquely seperated from all other rooms in the map (not counting the identical rooms
for the opposite side). Something else that may be worth looking at.
	Now you may notice when you enter or leave a room/building, the scaling changes 
dramatically! This was done through the magic of zone portals. The size change was once 
again something that appears in Seuss's work, which gives it its charm. Using this effect in
the map was intended to make the map (once again) seem for cartoon like, and hopefully to
help break up the tension and seriousness of the match. Just get people to react a bit at 
how wierd the map is :) It is important to note however that these warpzones have drawbacks
which must be noted. Most notable and important is the fact that hitscan weapons do not fire 
through these zones. Also it is possible to telefrag players (even those on your team) by 
running through the zone and coming out the other side in the same spot where they are 
standing. BUT let it be known that these are not map glitches, but limits of the engine that
cannot be gotten around. This is also why the map has no skyzone. Attempting to use a sky 
zone in association with the warp zones will result in HOMs in every doorway, which isn't 
worth if IMHO. Another thing to Note: If you are using Direct 3D, you may also notice your 
cross-hair and hud turn into black cubes as you cross through the warp zone. This too is an 
inevitable problem with the Unreal Engine, not this particular map.
	I think its also very important to bring up playability. If there is one thing that
can utterly ruin any good map it is one or more areas (or perhaps throughout) that contain 
exceedingly high poly counts. I was VERY careful to keep tabs on this since day one of the
map's creation. As a result the frame rates and load times should be some of the best in 
this competition. The majority of this map stays below 200 polys on screen at a time. And 
to the best of my knowledge no where in the general game play area did the poly count 
exceed 300. This was done to ensure the map is fun to play, not just fun to look at, and 
to ensure that everyone gets an accurate idea of how the map was intended to play. 
	As far as skill moves go, most in this map revolve around the grav boots. As the 
creator of this map it is my oppinion that boots are essential to owning this map. Doing 
a few boot jumps (and boot hammer jumps) can save a great deal of time during flag runs, 
as well as open up new and different ways to exit the base. The time the boots can save 
is greatly amplified by the contrast in the scaling of the inside rooms and the outside. 
The increased speed staying on the outside brings though comes with the price that its 
much easier to fall to your death or be shot off the side out there :).
	I hope this has provided a glimpse into the thought process i went through when 
churning out this mediocre piece of work. Or i hope it at least gets read. Which reminds me,
thankyou to anyone who actually read through this, I know it is daunting but it will 
hopefully help people appreciate the map more and understand there was some logic to this 
chaos ;)
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Other: Thanks to Unreal Playground for providing the tournament and to Kingster for 
donating the prize. And thanks to all those who participated in what is probably the last
mapping contest of this size UT will ever see. It was a blast and everyone was wicked cool
about helping eachother out. Damn what a fine community. Good Luck to all those who entered.

Visit my Web Page At: www.freewebs.com/sinnical

Please contact me if you wish to edit it for release in any way, or if you have discovered
a glitch or error that you think should be adressed. Any other comments about any of my maps
are also welcome.	

