================================================================
Title             : Cavern Potamic
Version           : 1.00
Release Date      : 26/10/2001
Fixes             : None
File Name         : DM-Potamic
Author            : David "Nachimir" Hayward.
Email Address     : nachimir@microsith.com
Web Page          : http://www.planetunreal.com/fragadelic/nachimir/

Where to get
this map          : http://www.fragadelic.org.uk/
                  : http://www.planetunreal.com/fragadelic/nachimir/

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--- Play Information ---
Level Name           : DM-Potamic
Single Player        : nope
Bot Support	     : yup, and they can be right meanies.
Deathmatch           : yup
Capture the Flag     : nope
Domination           : nope
Assault              : nope
Difficulty Settings  : nope
New Sounds           : nope
New Graphics         : yup, in mylevel.
New UnrealScript     : yup, in mylevel. Written by Slick (See below).
External DLLs        : nope
Thank god for	     : DistanceViewTriggers, jumpspots,
		     : ambushpoints, block actors, merge polys,
		     : all features of the 2D editor.

Additional Credits   : Slick, for making the firefly script I used for faeries.
/thanks		     : http://www.planetunreal.com/slick/
		     : All who gave me feedback on the Alpha and Beta,
		     : namely BaSe, Silus, Balton, QAZ, Tuborg, Iceman, yourMISTRESS, and StevieD.

Other maps by me     : DM-Sinister Cellar][ (My first version was very badly flawed),
		       MA-Nazca (for MonsterHunt).



--- Construction ---
Editor(s) used       : UnrealEd 2.0
Build Time	     : About 8 minutes.
Editing time	     : About five weeks.
Known bugs           : A few minor ones:

Bots: occasionally throw themselves down the big hole after a gun or enemy, or by accident [but so will people :D], fire through the waterfall at people in the main area, don't use a couple of jump spots [And I don't blame them either, half the times I use them I die :-)], and fart about overly-much near a few movers if left alone. There's also a tiny, teeny-weeny bit of HOM on the edge of a wooden frame.

You would not *believe* how many bits of HOM, phantom walls, soft spots, and path troubles I *did* sort out. EVERY brush in this map was made using only UnrealEd 2.0.

Ha!

Installation
------------

Copy it to your maps directory.



Misc. Stuff:
------------

Erm... I tried making all the water transparent. It wasn't pretty.

Poly/Node counts are actually *much* better than I expected them to be, apart from at one of the sniper points, where they crest over 400/1000.

Do try to kill the faeries, each one is worth a frag. I suggest the ASMD combo, or summoning a Redeemer and using alt fire. Another warning:  A bit like this readme, this map contains the word "cunt", but only if you shoot the right faerie.

The last weekend of editing consisted of: Several days straight of rebuilding geometry and BSP to get rid of a hairy bit of HOM on a waterfall, much bot testing and tweaking, making big long lists of every little thing that needed tweaking then going through them methodically, and.. oh yes, forgetting to eat and sleep.

You want some background? OK. I shoved it at the bottom, where noone has to even see it.


Copyright / Permissions / Stuff:
--------------------------------
This level is copyright David "Nachimir" Hayward, October 2001.

Authors may NOT:
Use this level as a base to build additional levels, exploit it commercially in any way, use it as part of a mod release or map pack without my consent, make small children swallow it, leave it unattended on a street corner, or email it to people called Barry, Delvin or Skybeam Moonchild. Hail to the Monkey baby! OOK!

You MAY, distribute it through electronic networks, non-profit CDs, and so on, provided it is in the unaltered form of the archive this txt is from (DM-Potamic.zip). Blah, bollocks, all your base &c.

Store this map in a cool dry place, away from direct sunlight.


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

Story Guff:

"Magic and high technology are indistinguishable".

Blah, fnar, vanished civilisation that predates the Nali, Humans, and Skaarj. Areas of a planet are layered with higher and lower technology architecture, some of which does not make conventional sense. All of it sits like the geological strata it is embedded in, but on closer inspection neither set of materials appears to have come first, and none of it bears normal marks of manufacture.

We join our protagonists just after Liandri acquire the planet's mining rights, and a group of unwanted archaeologists arrive onworld.

"We'll set up camp in this cave", said Edwin J. Robinson to his assistant. "This really is amazing, I always thought light emitting crystals were just a great big cliché", he added.

"Yeah, well, so are deep space mining and evil corporations, but that doesn't preclude them taking part in reality", said the head of the Liandri takeover sqaud sent in to sweep and secure the area, as they emerged from the halls embedded in the side of the cave. They then killed all the archaeologists and threw them down a big hole. Over a few months, all sites were swept and the most interesting artefacts made their way to private labs and collections. Bodies were never found, dissent offworld was soon supressed, and mining of the crystals began. They ended up being used for everything from glowing juggling balls to oven displays, with a small quota reserved for the New Age market, still hefty after so many decades. Two areas were converted into deathmatch arenas, one of which is Cavern Potamic.

Another layer is added to the strata of the caves, this time guns and bones. Blah, burble, yadda yadda.