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Title                   : Frostburn                        
Author                  : Lord Dill
Date                    : 11-13-01
Filename                : CTF-Frostburn
		
Email Address           : lord_dill@hotmail.com
Home Page		: none
                         
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Play Information	

Single Player           : No.
Deathmatch              : NO
Recommended No. Bots    : 6-10
Comments		: 4nd map, tired of doing hellish themes so i tried to create a
			  level with falling snow
Description             : 2 bases that are being hit hard by a snow storm, go outside and 			  play in the snow
New Textures            : yes, a snow texture that i got from Luggage
New Music               : No
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Installation instructions

Unzip "CTF-Frostburn" in your UnrealTournament/Maps folder.
KNOWN Problems: ?  Bots usually only attack 2 ways... is that a real problem?  E-mail me 
		   if you find any more, or just want to talk about UT.

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Editor used             : UnrealEd 2 (UnrealTournament V4.36)         
Build Time              : On and off for 3 weeks, alot of tweaking
Author's other maps	: DM-Hellbound
			  CTF-Archfiend
			  [CTF-DM]-Bloodbath

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Special Thanx to StoneViper for helping me with the bot paths... I understand them alot more.  Take a look at what StoneViper has to say...

Notes about altpaths:

Place the altpaths lastly.  They must be placed as the last pieces of navigationpoints. 
Test map with no altpaths first for a while to get the know the bots a lot. 
Then add the altpaths "one at a time" (per base, so actually two at a time), then watch the bots play the level for another long while to get to know them better. 
Place the altpaths in the middle of each route that splits.  i.e. if you have two main routes, one is a single path, and one splits up in two or more ways to form more complex routes.  Place an altpath in the middle of each splitted route. 
adding cost to the altpaths will make that route less used.  Start with a cost of 200 or 400 and work from there.  Don't be affraid of using costs as high as 1000.  But don't use this unless you have some very unused routes you want to add traffic too.  Any number above 1000 needed probably means something else is wrong with the map.  Again, analyse those bots for a while and see how they play. 

Notes about paths:

Place defense points first, followed by lift ones, followed by pickups.  Then do a "paths define" in the console.  Analize at the lines.  Then finally place any pathnodes that are needed to connect these routes.  Notice how i rearranged some ammo and weapons and playerstarts and health in your map to actually be used at the paths, not side routes off the main pathnetwork.  Doing this will greatly increase bot performance because they have less reachspecs to think about.  The paths still cover the same areas with a lot less confusion.  Confusion being lots of blue/red lines all over the place intersecting one another that just look like a blob of mess.  This technique will eliminate that mess.  Noticed how very little pathnodes i used in this map. 
Weapons will attract the bots somewhat when they decide which route to take.  If they prefer one route over another, take some weapons or other items out of that path and move them to the ones they don't like to take. 
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Special Thanx to nalicity forums and some of my willing map testers

Stoneviper
Luggage
Axe-Ash (ash forced me to make another entrance to reduce spam)
Axe-Catalyst88
Axe-Gandolf
Shin
lucifix
Call me Erdrik


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Still waiting for a scripter to come along and solve my problem with alt paths by making a new path node (Attack point/Attack node/Alt][) 

An Attack node / Alt][ Path is 

- the bots primary goal untill reached, then primary becomes the flag 
- almost like a control point, once reached he moves on to the more important goal 
  (the flag) 
- made so all attacking bots would ALWAYS randomly select an attack node to reach. 
- made so they only acquire ONE attack node when attacking. It could almost be like a     switch,  when the bot reachs the attack node. the flag whichs to a higher priority.     However   it would  need to be reset everytime the bot dies. And, the priority of covering   the flag   carrier is  always the highest 
- able to have a selection weight to give some control on which ways they pick more offen 
- alot less headache then alt paths and node cost 
- alot faster to set up and less frustration (if it worked correctly) 

I just had the idea of flag return nodes too.


Copyright / Permissions

-----------------------
Authors may NOT use this level as a base to build additional levels.

You are NOT allowed to commercially exploit this level for profit in any way,
including but not limited to, putting it on a CD ROM or any other medium that 
is sold in or out of retail channels, for any amount of money.  You must obtain
written permission from Jack Gilson to exploit this level commercially.

You MAY distribute this level through any electronic network (internet,
FIDO, local BBS etc.), provided you include this file, leave the archive
intact, and do not charge a fee for access to this file.

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