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title:            Ars Industrialis
map title:	  DM-AMC_Ars_Indus
file:             
author:           Swanky
email address:    -
homepage:	  -
Version:	  final 1.1
         
   
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story

Being in the lightbuld service for tournament lighting, the steady decline of demand for new arenas and lightbuld replacements drove the company into insolvency.
Now being owned by Liandri, the narrow corridors and intertwined layout serves as another arena for their annual deathmatches.

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play information

Bots:             yes
new sounds:       nope
new graphics:     yupp
new music:        no

how to play       place the map file in your UT/Maps folder and utx file in texture folder. Play.
                                                            
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construction

base:           none
editor:         Ued2.0
other progs:    Photoshop        
known bugs:     bots can't liftjump. Not a bug per se, rather an engine limitation as of now.
build time:     Base layout is about 5 years old I think. Most of the construction was done in around a week.

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misc

As stated, the base layout is around 5 years old; I think in between the time of Peak17 and Narean, with the center room originally being created by Creavion with his map Ryigiar. 
I scaled the layout down, added another floor and two walkways on one side (the blue corridors behind the pillars) and had the layout intertwined. 
It's a rather small map which by itself is not unusual for me, but it's also a very tight map. I always wanted to do a white metal / brick industrial map, 
but after a few days of on/off work on the map I severely lost any interest in the map.

Fast forward to late 2018. After I saw both Revelation AND fragnbrag returning (at least briefly) to UT, I thought of doing a map. However, with just 3 weeks to go for the AMC contest, there was little hope of
actually doing so. It was when fnb pointed out to me that the point of having to do a map from scratch was scrapped itself that the lightbulbs and itches to do some mapping came back on. I decided to finally
finish that little layout that had sat on my harddrive for so long...

Mappingwise, the outdoors took way too long to do for what little time you actually spend there, and it's lighting drove me nuts because I originally wanted the map to have pinkish lighting instead of orange.
Of the originally one week that went into the project after I came back, the outdoors alone ate 3 evenings. In hindsight I should have just walled off the area even if it did give me a few nice prefabs for next time.
The worst part of it was lighting, however. Since sunlight does have a distinct color, the map was too small for having sunlight with blue shadows, a light blue lighting color and a pinkish main color in the complex.
I originally wanted the map to have a bit of a Mass Effect feeling with its colors, but thanks to the sunlight the map felt far too colorful and the idea had to be scrapped.

It also took a bit of time to get the bots working to get around the map and not just center in the what is now the Pulse Gun room. While they are relatively smart, due to the constraints of the pathing abilities
in UT they cannot liftjump to my knowledge, giving human players a distinct advantage at getting the armor. Because of it, the upper area is slightly less populated than I would wish.

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thanx / credits to ...

Hourences (textures)
rorshach (textures)
HortonsWho (textures taken from Ravencross)
Eli (?) - custommapmakers.org/skyboxes.php (Skybox textures)
Akuma (textures)
Creavion (original center layout)
Revelation (Sunflare actor, FootstepManager, Skybox help)

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Distribution / Copyright / Permissions 

Copyright (c) 2018 Swanky   
All rights reserved.

Unreal tournament is a registered trademark of 
Epic Megagames and Digital Extremes

This Map may be electronically distributed only at 
NO CHARGE to the recipient in its current state, MUST 
include this .txt file, and may NOT be modified IN 
ANY WAY.

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