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********** HOOK Presents: DM-FragginsteinCastle (c) **********
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Title			: "FragginsteinCastle" (c) 
Version		: 1.0
Release Date	: July 18, 2001
Filename		: DM-FragginsteinCastle (c)
Package		: DM-FragginsteinCastle.zip
Files			: DM-FragginsteinCastle.unr & This Readme file
Author		: Pete "HOOK" Morgan
Country of birth	: USA
Age			: 46
Email Addresses	: hook8@msn.com  &  pete.morgan@scoville.com 
My Web Site 	: HTTP://XXXXX.com ?(to come, E-mail me)
Visit my Web Site to download my map(s) & other author's maps, (or links to these maps) listed below!

Other Maps by author	: DM-FragginsteinCastleDKM(c) (Dark Match)
				: DM-FragginsteinCastle50mm(c) (With 50mm Guns)

Additional Thanks and Credits to:
Mathias "M'thras" Moser
Carey "Gator" Grayson
Shane Rooney
Inoxx
EZKeel, Wolf & Blacksways for their UnRealed I & II tutorials, to mention a few!
(The above mentioned for their Technical Advice and/or Beta Testing and Support. Thank you!)

Recommended: Other Great Maps by Great fellow Level Designers! (Some Plugs, LOL):
	*DM-Thorn, DM-TurboPit & CTF-Norboniacum by: Mathias "M'thras" Moser.
	(MY Favorite: CTF-Norboniacum)
*DM-JumpCity, CTF-Meteoroids & the UFR Insurrection tribute to Starwars 9 map Assault 
Series (including maps like: AS-UFR2-Incident, AS-UFR4-Moonsiege, AS-UFR5-Incursion & AS-
UFR6-Stargate, etc.) by: Carey "Gator" Grayson & Kelly "Goremaster" Barnard.
	(MY Favorite: AS-UFR2-Incident)(but try 'em ALL)
Description: DM-FragginsteinCastle (c)
Medieval Castle with lots of places to go, hide, snipe, frag, etc.!!!  It has a Subterranean Level 
& a Surface/Outside Level. Each of these 2 main levels has several floors/areas in them. Look around! Do some Exploring! There are many places to find & explore. (Some of them are obscure) There are several "secret" passageways to find in this map also. (Not too difficult to find) Check these out.
These passageways are fun just by themselves.









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--- Play Information ---
Game		: Unreal Tournament?Deathmatch, Team Deathmatch, Last Man Standing
Level Name	: DM- FragginsteinCastle (c)
Single Player	: Yes, Botmatch
Multiplayer		: Yes, OnLine
Player Starts	: 20+?
Cooperative		: Yes-Team-DM;  ( DOM, AS or CTF (maybe later!) )
Deathmatch		: Yes
Dark Match		: No -Yes!?Check out "DM- FragginsteinCastleDKM"
Difficulty Settings	: Your Choice!
New Sounds		: No
New Graphics	: No
Known bugs	: Laggy around the Moat on some machines. Otherwise, None that I am aware of. If you find any please email me.

--- Construction ---
Editor used		: UnrealEd 2.0 - From UT version 436
Base			: New Level
Construction Time	: about 6 months (On & Off) Roughly 90 - 100 hours.
Construction Machine	: HP (Hewlett Packard) 8705 Custom ordered.
MS Windows ME (Millenium Edition) OS
852 Mhz Pentium III processor with SSE
128 MB 133 mhz SDRAM
32 MB Nvidia RIVA TNT2 PRO w/ TV out
Creative Labs Sound Blaster PCI 128 voice

--- Installation ---
Just Unzip it (DM- FragginsteinCastle.unr) into your Unreal Tournament/Maps directory?(Folder). Put the FragginsteinCastle Readme file in whatever folder is appropriate for you.

--- Author's Notes ---
This is my first attempt at Map/Level design.(The original name was DM-First Attempt)
I wanted to make a FUN map. A map you want to play a lot. One that has many "places to go" and different arenas or areas in which to play. A map that presents several different situations and appeals to different tastes of game play. A map that has several different routes and/or areas to discover, follow & explore. A map that each time you play it, you may discover new aspects that you did not see in other times that you played it. I think that I accomplished most of this in FragginsteinCastle.
The map does have a few creatures in it. Some of them add to the suspense of the game. Some of them are mainly for scenery. Below I have given instructions on how to have these appear in UT. There are several popular maps that have them included but most people do not know it until they "turn them on" in the main UT game.










To have Creatures/Monsters/Animals appear in a level:
Open the UnRealTournament Configuration.ini file in the UT System Folder.
Find where it says No Monsters: True. <-- (there are several places - one for each game type)
Change the word True to False.
Close the file. It will ask you if you want to save the changes. Click Yes, if you want to see the Creatures in your levels that have them.
I saved a copy of the UN-edited UnRealTournament.ini file in a separate safe folder just in case I needed or wanted to easily swap it back to the UT System Folder.
That's it. I have found that Creatures can add some great suspense to a level.

Creatures/Monsters/Animals can be added in UnReal ED & UnReal ED II.
Go into UnRealEd 2.0 & go under Classes, Pawns.
There are Scripted pawns & Bots & Flock Pawns, etc.
I believe that these are all left in from UnReal.
Some maps I have, already have the Creatures in them. In CTF- Bad Neighbors,
I fell into the water & low and behold there were some sharks after me. In Water Temple there are fish.
Some of them are set for "looks", such as Hawks flying in the air or fish swimming in the water on some maps.
These Creatures can be configured in many different ways by right clicking on them In UnRealEd and adjusting their properties.
They can be set to attack or just ignore everything or somewhere in between.
Even their mentality can be adjusted. They are a lot like bots.

Please Give this Map/Level, with this Readme file, Free of Charge, to anyone who wants it, under the terms & conditions of the Copyrights below!
Have Fun!!!

--- Copyrights / Permissions  ---
Pete "HOOK" Morgan, April 1, 2001, Copyrights this level.
DM-FragginsteinCastle (c) Copyright April 1, 2001.

Authors may NOT use this level as a base to build additional levels OR to build levels that look and play like this level without my explicit written permission-(Via e-mail or ?) and Myself, Pete "HOOK" Morgan, credited as the base author!

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
explicit written permission from me, Pete Morgan, to exploit this level commercially.

You MAY distribute this level through any electronic network (Internet,
FIDO, local BBS etc.), provided you include this Read Me file, leave the archive
intact, and do not charge a fee for access to this file.
Please Give this Map/Level, with this Readme file, Free of Charge, to anyone who wants it, under the above terms & conditions!  Have Fun!!!

===========================================
UNREAL TOURNAMENT (c)1999 Epic Games, Inc.  All Rights Reserved.  Distributed by
GT Software, Inc. under license.  UNREAL TOURNAMENT and the UNREAL TOURNAMENT
logo are registered trademarks of Epic Games, Inc. All other trademarks and trade names are properties of their respective owners.
===========================================
A Few Tips for Better Game Play:

Under Preferences:
Adjust your Minimum Frames per Second UPward. YES, UP it!
I have mine set at between 50 & 60. (The game set mine to 28 originally. Yuck)
You will have to experiment with this adjustment as to what is best for your computer system.
This adjustment makes the best performance gain that I know of without a noticeable loss of graphic quality!!! Any loss of graphics rendering quality from upping this setting will most likely go totally UN-noticed when you are playing the game! Also, the game engine only cuts graphic quality if it really 
needs to under more extreme play situations in order to keep the frame rate from going under what you have set.

I noticed also that if you UN-Check the "Use Dynamic Lighting" check box, my map plays a lot better!
It takes away much of the outdoor lag! (But some of the lighting doesn't look quite as realistic)
This is under the Preferences tab in the UT menu, I believe.

Set your View Bob all the way to the left. (No bobbing, (movement), at all when you walk or run.)
Rendering graphics takes less time if the game engine doesn't have to move the graphics to produce the walking or running movement effects on your screen. This also makes it easier to aim your gun while you are on the move!

Adjust your HUD as Small as you can, just so that it is still readable.
Make your HUD Solid or not at all see through! 
Eliminate any part(s) of the HUD that you do not need to see while playing.
One in particular might be your Frag Count. You can see your total Frags when the game ends anyway.
The game engine takes less time to render Smaller Solid HUD graphics than large see through graphics.
Also, the fewer graphics to render on your screen, the less time it takes to render them also.

Set the Skin detail to a lower setting. (If it is on High set it to Medium.) This only affects close up graphics quality on players & bots. You probably won't notice this adjustment much, if at all, either.
You usually do not get close enough to other players & bots in the game to see this difference.
This has a fairly good effect on game play also.

Here are a few DM-FragginsteinCastle tips...:(excerpts from a Beta review by
Tom "Drekinn" Hines in Australia)(And my replies)

Hmm.. the guns are a great idea but I seemed to have a lot of trouble trying to use them, mainly due to their position I think.
The "connections" for the TWIN 50mm guns are located between them. Try standing between the guns.
You can operate one gun at a time if you move slightly left or slightly right from between the guns.
You can move around a bit once you have connected with the guns.
Also, sometimes it is a little bit of a problem connecting with them on the first try. Try connecting to them, then disconnect, then reconnect again.
Note: There is another version of this map that has the 50mm guns.
This Basic version does NOT have the 50mm guns!

I love the new underwater cavern with aquarium-style viewing windows - very nice! :) Those indestructible piranha fish are especially nasty. :)
Thank you! I have always loved underwater & aquariums. I SCUBA Dive also. There is a set of scuba tanks to use down at the bottom of the moat but you won't live long using them either, with the fish attacking! haha
The Piranha (called "Bitter Fish School" in UT Ed) are set with 9000 health, as are the 2 Sharks (called "Devil Fish" in UT Ed)
I haven't found a way (if there is a way) to re-spawn these actors when they are killed, so I set their health very high.

I take it the only way to reach the Redeemer atop that column is to use the jump boots?
If you have low gravity set on and/or jump match, there is a small ledge on the roof side of the chimney (column) you can use as a stepping stone to jump from, (also the turret ramps), otherwise the jump boots are the only way besides using the teleporter weapon. The jump boots located in the near turret are set to 5 jumps.
There is another set of jump boots on a ledge inside the chimney near the top. These were left at the default setting of 3 jumps.
If you are successful at hitting the top of the chimney & get the redeemer, you can jump down to the ledge located inside the chimney near the top & fire the redeemer out the top of the chimney safely using the right click to "ride" the missile. When you land on that ledge, you also land right into those jump boots. You can use them to jump back out of the chimney after firing the redeemer like mentioned above or you can just jump back out with the redeemer to fire it elsewhere or left click (regular) fire it elsewhere. If you miss the ledge inside the chimney, you simply fall all the way down to the fire where you are teleported to the fire in the below ground level fireplace of the main below ground room with the rotating crystal.
You cannot teleport back to the chimney from that fireplace though. If you go back into the fireplace teleporter down there, you will teleport back to the rooftop.
You might want to type in "fly" (without the quote marks) in the game console (bring that up by hitting the tilde key "~", or just explore the chimney & the map before hitting the mouse left click to enter the game. This map has quite a few somewhat hidden features that take some exploring. I don't know if I even remember them all. Haha  Also check out the sniper rooms & passageways in the walls surrounding the below ground rooms!

I quite like those lifts in the towers. They operate very nicely. :)
Those lifts took hours & hours to set and test. It paid off.
The bots use them OK & I agree, they work pretty well.
There are (at least) 56 floor stops totally on the lifts.
I used "Elevator Mover" when placing the mover brushes.
I then adjusted the speeds & delay times, etc. Placing & adjusting the lift centers & lift exits was the part I had to really experiment around with until I figured them out. Using show paths with them is what finally let me guess what I was doing wrong.

Overall, a very well designed map. Great work Pete! :)
I have done a few changes since this one. (Oh well). I will release the Final Final map as soon as I place in the preview screen shot.




Some other Beta reviews:

Hook,
WOW! What a difference from the first time I viewed this. You have done a really superb job on this map. I enjoyed the heck out of it. So, here are my thoughts:

The architecture and lighting makes you feel like you are in modern Transylvania somewhere. The design and layout are well done. The action flowed easily from room to room and there are plenty of exits to choose from. The weapons are easy to find and I love those sniping nests! I like the way you have big rooms to run around and cut loose in and then all those small tunnels and passageways that wrap around them. Playability is great. The bots never got stuck and knew where to go and covered the map. I really like the 50mm guns, even if they felt a little out of place. Because of its size, this map is best played with 10 or more players. My only complaint is outside. Framerates dropped a bit as you ventured outside due to all the polygons from around the pools. I got fragged a few times due to the 
choppiness in those areas and I have a pretty fast system! (1Gig P3 CPU, 64Meg Geforce2 Ultra). 
Overall, I have to rate this pretty high, something around an 8 or 9. Not bad for a first map.

Later,
Carey "Gator" Grayson, USA.


Hi Pete!
Now I played Your map! 
I really like Your map, it plays well, bots are a threat and the atmosphere is great! I think it's a nice balance between open field fighting and corridor melee. The connections are also ok (I think cause I don't like dead ends). I am impressed by the lights, do you look into other maps and take some light 
settings or did You create them on your own? (I still can't create atmospheric lights, so I often look into other maps)
I am not sure what to think about these two gun nests... on the one hand they are really fun and it would be a new feature to a deathmatch map but on the other hand they don't fit into medieval atmosphere... hmmm ...I think if I would decide to put them into this map I would place them somewhere outside on one of the towers or castle walls... but its up to You...  I definitely will play this 
map again with some friends in the next days...
...so long
Mathias "M'thras" Moser, Germany.
Yes, the lighting & settings are my own doing. Hook

Again Note: There is another version of this map that has the 50mm guns.
This Basic version does NOT have the 50mm guns!

Pete "HOOK" Morgan

