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Urvin's Outpost][ > Fine Colorday Mix

All original info can be found in the Urvin.txt file. This is a list of changes in this updated version.
Not necessarily complete but here is what I did. 


Changes include:

Updated player recommendation, now 7-11 players. {Theres still enough spawn points for up to 16 though}
Better teleporter flow 
{ie when you teleport you will be facing in the 
direction you will probably be going}

Changed twoway teleporters to oneway, all teleporters are now ONE-WAY in this level now. Just needed to make that clear.

removed stupid hall containing shield belt & removed all slippery zones & 
and all teleporters containing links to that said hall. This hall can still be found in the map editor 
however. There's just no way to get to it now.

lighting now vastly improved, studied the techniques of some of the games 
levels, ie Pressure Chamber & Deck 16. Did not use unlit option for lights like 
the Epic level designers. Lighting is also much brighter. I found the original map to be a tad too dark.

Skybox now lights up the level nicely, with a vivid red sunset hue and
bluish light as well from the back windows. Skybox is changed a little.

I still don't like those wall slits on the skybox, any help to eliminate that in future versions would 
be appreciated.


Added some new areas. There are now two teleporters near the Flak Cannon area,
that lead to each side of the top floor with the rocket launchers.

Redeemer is still in the center of the map. Some may object to it, 
but I wanted bots to get it, and they do. As far as I know bots get the SB and the Keg 
(both behind a secret wall in the water) as well as the DA, Body Armor, etc. 
I don't think they get the acoustic dampener though, which as far as I know is from the original
Unreal, which I never played. However I do have some Doom & Castle Wolfenstein memories.

Removed excess Rocket Launcher ammo, cause I found it all too easy to load up 48 rockets 
too quickly. Spread out shock rifle ammo. There are now two Biorifles. 

A sniper rifle now inhabits the sniper nest, which is behind a hidden wall. You can jump 
the boxes to get in or take the other route. I'm not going to tell you what the other route is though.

The invisibility is no longer in the water. 

Some texturing changes were made. Not much on the whole but I did make some changes.

Besides the ammo/weapons/powerups changes the biggest thing that will affect gameplay 
are the changes in the playerstarts positions.

Forget your stop clocks, timers, etc. I've changed the respawn times on the powerups, 
and some of the ammunition and health to add a little spice to the map. 

There is now an item that gives you godlike powers on this map.
{Just Kidding}

Bots play well, except they pace back and forth near the teleporter exits in one area. 
Not sure why they do this, the nodes are connected however. They might get hooked up somewhere 
else too. Botnoding is a difficult task indeed.

Hope you enjoy the map. As I do. It's my first major attempt at a signifigant z-axis action.


