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 MH-FNB-TOD-P1-BETA
 by Rob 'FraGnBraG' Burns
 ReadMe File for Unreal Tournament
 Release Date: January 15, 2017  (hmm... that's 15-years late :)
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TITLE:          MH-FNB-TOD-P1-BETA (Temple Of Dragons Part-1 BETA v.1)
Filename:       MH-FNB-TOD-P1-BETA.zip
Version:        1.00 
Player load:    1 - 6 players
Last Update:    January 15, 2017 
Author:         Rob 'FraGnBraG' Burns

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 IMPORTANT NOTES:
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INTENDED UT RENDERING DRIVER :  
	OpenGL (UTGLR28) or LATER version
	D3D mode was NOT tested 
	(so the map might look like crap in D3D)

INTENDED UT BRIGHTNESS SETTING : 5/10 
	(Press "F11" key when in-game).

eMail Address: fragnbrag@gmail.com
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DEVELOPER NOTES:

Thanks in advance for testing this BETA map!! Please leave comments and suggestions in the map's dev thread at UT99.org.

---

This is a Monster Hunt version of a very old Assault map project (the original temple map was first built in 2002, but never finised). 
This is basically the original Temple Of Dragons Assault map stripped of assault actors and Monster Hunt added, along with some new 
bits to try and make it a more complete experience.  

In fact the map was quite huge, eventually having a big pyramid in a valley surrounded by various temples - this part had to be 
removed due to serious build issues, and so the Temple Of Dragons is now two maps (Part-1 and Part-2).  I'll deal with the Part-2 
map some other time.  Right now this TOD is it! note that it is still pretty big (takes over an hour to complete, lol!)
but it is less than it was originally (damn!)

That said the ending is tacked on - rather quick and silly but meh... maybe we fix it later - mybe get some better ideas during the BETA !?

The Monster Hunt used is Version 5.03.  

Not sure if it will ever be released to public though, simply because it is likely too FAT for servers.

Again, I do not really know anything about how this will work online, but I'm sure the developers/admins
will tell me, lol! Might have to strip it down some... we'll see.

This is an BETA "development" map. All that means is I've got the stuff in there, it works BUT is sometimes buggy/glitchy and 
parts of the map could use a bit more polish (like lighting and textures not aligned yet, pickup placements randomly strewn about, 
mover timings not adjusted properly yet, BOTS sorta work but do get stuck etc).  So in short there's stuff to fix and tweak in this 
map, if the willpower to do it is there - In the end IMO this could be a fun and challenging MH map... hopefully it turns out that way.

Dev Notes:

Right now, it builds in a FULL build mode in UED2, with no special settings other that the defaults.

Pickups: 
Weapons, ammo and health can all be tweaked as required. Some areas don't have much stuff, since the pickups 
are nearer where you spawn. Please if you see any stupid shit then just tell me and suggest fixes !!!! thanks

Note there is a GIB gun in the main area just above where you spawn. You can get there with nearby Jump boots. 
The GIB gun is there for testing purposes only (one shot kills to clear areas quickly in order to speed up my testing). 
Right near the GIB gun is a visible teleporter (you have to jump up to use it) that shortcuts to the near the end of 
the map (also used for testing purposes). 

If you want to remove these items then just delete them and rebuild the paths.

Special actors - yes there are some in there.. 

Everythings in MyLevel -- There are Dragon pawns (the red dragon and FANG) i'm not sure where I got those but i'll credit 
the authors in the final map release. Also Derdak2rot allowed me to use his stuff so I have the NR2000 "arrow" meshes 
in there as well and a crapload of custom textures, such as WOT and hourances, etc. 

Please see the map FNB "Ring Of Stones" for official sourcing of all that fantasy artwork. The artwork is from very many 
other maps that were released back in 2000-2002 period (yes, I'm sure it was all illegaly used, pfft)

Note that HIGOR from UT99.org has given me permission to use his Keypoint spawner and creature factory...  
These ones are not based on NAvigation point so they are free from the path network which (supposedly) helps the BOTs 
in the end, since the network will be leaner as as result...  I haven't found any problems with these yet.
For this map however I don't think I used them (YET)... I have them in another MH project.

Jack Griffen (ut99.org) aka GoPostal (Kelly) has also kindly provided me with a development version of the
5.03 MH actors, I have included these but if you are not him, then DON'T use them without first ASKING him...

Lastly there a lot of music (UMX) files included in this project - Much of it comes from the game Unreal, and
the UAction*.umx files are stand/alone (edited by me) versions of the action music from some of the unreal UMX files.
TBH I'm not sure why I did that... [scratch head]

If you are a dev or player and you DO play/test this map, I would greatly appreciate your feedback..
Thank you in advance.

I think that's it for now
Cheers
FraGnBraG  

