_ | # Terra: League Edition Public Release #2 · April 03, 2001 | _
| ### Title: | Terra League Edition v1.02 |  |
| ### Filenames: | CTF-Terra-LE102.unr (.uz) |
| ### Version: | 1.02 |
| ### Original Author: | Rich "Akuma" Eastwood |
| ### LE Authors: | Forest "Soul-Crusher" Zachman & Michael "Larathiel" Darnell |
| ### E-Mails: | soul-crusher@cosmicmonstersinc.com Larathiel@ogl.org |
| ### Websites: | http://www.cosmicmonstersinc.com/ http://avalon.unrealcenter.com/ |
| ### Download: | Nali City |
| ### Build Time: | 2 weeks (includes beta-testing) |
| ### Other Work by Soul-Crusher: | Das Bollwerk 103 - 105 Twin Valley 2 |
| ### Other Work by Larathiel: | Elven Princess FCommando skin Facing Worlds League Edition Maelstrom League Edition November Clan Edition v1.05 Orbital League Edition Last Command League Edition DM-MoonGoddess CTF-Rime-Isle (in progress) |
| ### Installation: |
| #### Everyone Copy CTF-Terra-LE102.unr to your UnrealTournament\Maps directory. Unless you are a server admin you will not need the *.UZ file (see following comment). #### Server Admins If you run your own UZ http redirects, copy CTF-Terra-LE102.unr.uz to your UZ download directory. Regular players will not need this file and can discard it. |
| ### Concept: |
| Soul-Crusher is the one who first presented the idea of a "League Edition" Terra and contacted Akuma for permission. The driving idea behind this was the BSP error near the thigh pads in each base. It was possible to drop the flag inside the pipes area and then hide in there with the flag for the rest of the match. Additionally, the lack of location strings in the center of the map was also an issue. Once SC and I got started, we noticed some other areas that needed to be addressed in order to attain the desired gameplay appropriate for an LE map. The biggest change was making the central valley symmetrical -- the base of one ramp was closer to one base's entrance and further away from the sniper window. Additionally it was easier to drop the flag out of one sniper window than the other and there were some invisible walls that could snag someone near the shield belt. After all the beta-testing (and there was a lot of beta-testing), Soul-Crusher and I are fairly certain that we have help to make this classic map achieve its full glory and we hope that you will agree. SC was a great partner on this project and I hope to enlist his capable skills on other future projects at ProUnreal.com.
-- | Larathiel the Death Elf UT Deathmatch 1v1 Admin & UT Map Consultant, OGL Head Map Consultant, ProUnreal.com Avalon: Isle of the Unreal
| ### Version History: |
| Below are the changes that differentiate Terra League Edition from the original: #### 1.02 The lava pit in red base really is a lava zone now rather than a slime zone Corrected the missing grass texture at the entrance to red base #### 1.01 (public beta) Fixed the non solid pillar in red flag room Fixed portal misalignments in both lift rooms Fixed the non solid rafters in both armor rooms #### 1.00 Additional Location Strings: Central Valley, Red/Blue Valley Ramp, R/B Lift Room, R/B Flak/Amp, R/B Behind Flag, R/B Basement It is no longer possible to drop the flag through the sniper room windows A vacuum zone has been added to prevent people from hiding atop the valley walls Some ambient sounds have been added to the computer console in each bases armor :-) The Pipe Area: This location has undergone reconstructive surgery. It is no longer possible to drop the flags inside this area. Additionally, since the ends of the pipes tended to flicker when passing by this area (and since it always bugged me that 3 foot wide pipes flowed into 1 foot thick walls) the pipes have been rotated into a vertical position. The antennae on the entrances to each base are now symmetrical as are the coronas/lens flares. In blue base, the steps leading out from the left side of the armory used to be pitch black. A light has been added to remedy this. It's ok Zilch, the boogie men are gone. ;-) In red base, the elevator from the lower area to the flak/ armor room stopped 1 foot above floor level as opposed to stopping level with the floor like all the other elevators. This has been corrected. The Central Valley has been rebuilt from scratch. Players will no longer get stuck half-way up the side wall of the blue ramp when the fall off. The shield belt is centered and no longer has invisible snags on the wall along side it. The walk-surfaces are now completely symmetrical -- including the ramps. This means that neither team will have any advantage. Previously one ramp was further away from the center of the level making it much more difficult to teleport into or out of the sniper room. One side also used to have more room to stand on at the top and was closer to the enemy's front entrance. With the central valley being revamped, I altered the red elevator shaft and room to match the setup on blue. When exiting base the lift entrance is now on the right-hand side rather than the left. Reverb was added to the central valley. UEd's built-in texture alignment tools did not do the central mountains justice. Therefore, I aligned all the textures by hand for what I think is a very nice effect! Moved the two shock cores in the armory further apart so that conscientious players can leave their teammates some ammo too. Custom Server Browser Screenshot |
| ### Acknowledgements: |
| I would like to thank: Akuma for the original Terra and granting Soul-Crusher the permission for us to make this version. Soul-Crusher for getting the ball rolling, for the excellent work with the new zones, locations strings, vacuum zones over the cliffs and (of course) the spiffy computer sounds. Thanks also for the great job with the beta-testing. :-) The rest of the regulars at ProUnreal.com who gave SC and I feedback and helped out with the beta-testing, especially [K]FlyingMonkey. |
| ### Copyright / Permission: |
| Terra is copyrighted to Rich Eastwood. Authors may not NOT use this level as a base to build additional levels. 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! This includes putting it on ftp.cdrom.com which have a tendency to do just as such or any other major ftp that bundles cd-roms out of what they carry. You may distribute this level through any electronic network (Internet, local BBS etc.), provided you include this file with the archive. Unreal Tournament (c) 1999 and 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. |
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| For great justice! |