================================================================
Title             : Rise Of Evil
Version           : 2.0
Release Date      : April 31 2026
File Names        : 
		MH-RiseOfEvil_V2.unr
		7B-Safety.umx
		65.umx
		action1.umx
		BattleAtEveningstar.umx
		Complian_b.umx
		DarkChoir.umx
		re3secure.umx
		UneternalSLeep.umx
		RoeMonsters.uax
		ByesRidgeWeapons.ini
		ByesRidgeWeapons.int
		ByesRidgeWeapons.u
		EnhancedItems.u
		MH-RiseOfEvil_V2.ini
		ROE.ini
		ROE.int
		ROE.u
		Screen.u
		Shibuki.u
		TeamMonster.u
		richrig.utx
		RoeAnimated.utx
		ScreenFonts.utx
		ScriptedScreen.utx
		UTtech4.utx

Author            : Team Chraysend (Code magic by Aspide!)

================================================================
--- Play Information ---
Level Name           : Rise Of Evil
Single Player        : Yes (Solo play, not the gametype)
Bot Support	     : Full
New Sounds           : yes
New Music            : yes
New Graphics         : yes
New UnrealScript     : yes

Additional Credits   
		-Aspide
		For TONS of code, testing, tweaking, and some amazing secrets 

		-KenaiPhoenix
		For their UT99 blender conversion tutorial
					
		-Mychaeel
		For the "Screen" package used as a base for the score screen!

		-The UT99 and OldUnreal communities 
		For all their support


Other maps by me
		-MH-HauntedHalloween
		-MH-EasterInWonderland
		-MH-December24th
		-MH-RiseOfEvil
		-CTF-FacingSweets
		-CTF-DuelMonsters
		-DM-BCE_Bounce!
		-DM-BCE_Rebounce!
		-DM-BCE_Minefields
		-DM-BCE_High
		-DM-BCE_FrostyRoofs
		-DM-BCE_LiandriSewers
		-DM-BCE_SkyLights
		-DM-Tenshutaishite
		-DOM-Tenshutaishite
		-JB-DuelMonsters

--- Construction ---
Editor(s) used       : UnrealEd 2.2, GNU Image Manipulation Program (GIMP), Blender, Audacity

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

Extract the folder in your UT99 base directory

.unr            files should go into UT/maps
.umx            files should go into UT/music
.u /.ini /.int  files should go into UT/system
.utx            files should go into UT/textures


Changelog since the Beta version :
--------------------------------

Additions :
- An endgame scoreboard/credits screen to show your performance. includes custom artworks for the Neutral, Good, and Best ending.
- A Byesridge weapons mutator to use the weapons in any map.
- A Zombie Apocalypse Mutator to add zombie invasions to any map/gametype
- Multiple secrets which will count towards endgame score, with little notifications when you unlock them.
- Some overpowered, cheaty super-secrets that make the map a lot easier but will change your score rank to "cheater"
- Multiple references and easter eggs.
- The ability for zombies to infect players they kill, spawning a new zombie from their corpse.
- Dialogue for your NPC allies, giving them more of a personality.
- Notes, letters, and translator entries found throughout the map to expand the lore of West Byesridge.
- A side-objective to defend the weapon shop, failure will result in extra zombies permanently spawning near it.
- Some randomized pickups and enemy encounters.
- Side objectives to open up the alternative route.
- A custom skin for the weapon shop NPC so he stands out against the zombies more.
- Protections to ensure you can't end up stuck out of bounds.
- Added "Infected corpses" to the map.
- Added zombie drops.
- Bots have improvements so they are better at fighting monsters.

Changelog Version 2.0 :
---------------------

- Enemies that appear in cutscenes have a specific ground speed to prevent them from breaking scripted sequences.
- The brute that appears in the cutscene after the Manor ambush now appears without issues.
- Removed brushes that were glitched.
- Removed invisible walls in the starting area.
- Improved the code of some of the actors of the map.
- Added safety nets to enemies that shoot projectiles to prevent them from fighting themselves.
- Replaced some trigger lights with a new actor to activate/deactivate a sound.
- Some weapons that appear in cutscenes now look different depending on the mutator you are using.
- Fixed an issue with some decorations that were out of bounds or didn't play their animations.
- Now the map has a safety net to make sure some movers use the use key (grab).
- Ammo Crates give you ammo for other types if you use mutators.
- Removed/fixed some actors that were out of bounds.
- Removed some lights that didn't do anything in the level.
- Added extra actors so weapons are in their correct place when playing with mutators.
- Moon of skybox is now a different brush.
- Added more BlockAll actors.
- If the professor falls during his third encounter, his health will be reduced by half.

Summary :
---------------

MH-RiseOfEvil is a level for the "Monsterhunt" gametype set it the torn city of Byesridge, on the mining colony planet Indiaca. 
You and your squad were sent down in response to a distress call from the first response team. Unfortunately your helicopter
was shot down and crashed off-course. Now it is your job to find out what happened to the other team, and the city they were sent to defend. 

Special features : 
- A large, dark, horror-themed city map to explore.
- Many custom enemies and weapons.
- A story told through cutscenes, readable notes, and character dialogue.
- Map scaling, monster spawns and boss health are based off player numbers.
- A Post-game score screen.
- Dozens of secrets, easter eggs, and references to find!

Mutators :
---------------

While the map uses custom weapons by default, the map is mutator friendly thanks to the ini file that comes with the map (MH-RiseOfEvil_V2.ini),
with this file you can modify how the map works and you can replace the custom weapons with UT weapons (so you can use any weapon mutator).
The options in this ini file are this :

bUseUTWeapons : if true the custom weapons will be replaced with the normal UT weapons (or other custom weapons, but I recommend using the
                vanilla weapons and then use a mutator to replace the weapons).

Replace## :  this is the weapon/ammo replacement options, each custom weapon from the level will be replaced with each respective option,
             the only rules is that the option has to be an inventory item and it can't be a custom weapon/ammo from the level, otherwise
             the mutator uses the default option, for example ReplaceHandGun="Botpack.Enforcer" means that the Handgun will be replaced
             by the enforcer. Careful that if you mistype the mutator will use default values, so if the option isn't working check what
             you typed again.

bNoDeleteStartInventory : if true the InventoryBuster actors won't delete your inventory when you spawn, so you can use weapon mutators
                          in the map, especially mutators like InstaGib.

##HealthScale : this options changes the scale of the health of each respective enemy of the map, if you increase it the enemies will be
                much tougher. This option is so the map can be balanced depending on the weapon mutator you decide to use. If you decide
                to play this map with the normal UT weapons, then I recommend the scale 0.300000 for all enemies.

Personal Notes (Aspide) :
-----------------------

I was aware of the original level that was released in 2006, I was always a big fan of Monster Hunt maps that were more creative with their
stories and monsters and one of my favorite MH mappers is Vatcilli because of that, many years later Vatcilli joined the UT99.org discord and
when I heard the name Vatcilli I instantly recognized that name, we talked and Vatcilli mentioned a zombie map that was in development for a
long time and there was an opportunity to complete it once and for all, at first Vatcilli wanted me to fix the online animations of the
custom weapons..... that was 9 months ago, now the map had a complete overhaul not just the weapons. Working on this level was crazy,
this is one of the more ambitious MH maps that I have ever seen, I have done MH maps before so I have experience with this gametype.
I learned a lot making this map, about bot support, creating new scripts and making a level that can be configurated with ini files.
I also learned about the limitations that 436 has and the struggles of making a level with backwards compatibility,
I'm very happy with the final result and I'm also happy that the original creators of the level came back to help.

For Mappers Only :
---------------

This Level has many new actors which you can use in your own levels, if you want to see them all open the editor (hopefully the latest 469 editor)
and export all the scripts of MyLevel so you can check all the new actors.

Also if you want to rebuild pathnodes you have to do something beforehand, you will see a bunch of movers out of bounds, you have to select them
all and then right-click them and go to movers->key1 and then right-click them again and press movers->showpolys , after that right click them
again and select movers->key0 to bring them back to their original position. After doing that you will notice that key1 of all those movers are
now solid geometry, this is necessary to rebuild pathnodes correctly. After doing all of that you can rebuild pathnodes (only pathnodes), after
that you have to rebuild geometry and lighting (but no pathnodes), to do this go to build options and simply disable "Define Paths" and then
build all, geometry has to be rebuild because the geometry of the key1 movers has to be removed.

You can use this mover trick in any UT99 level, this gives you flexibility to control how pathnodes are build, so if you are making a level and
the pathnodes are causing issues, try fixing them by other means but if nothing works, a mover will definitely help, just remember that this
mover trick means that every time you rebuild paths you have to put the out of bounds movers in key1 , select showpolys, build pathnodes and then
build the rest. You will get used to it in time.

For compatibility reasons this map was build in the 436 editor, geometry was build with 10 "balance tree" and 70 "portal cut all"

WARNING : if you are going to make big changes to the pathnodes I recommend using the 469 editor since old versions like 436 will have a lot
          of trouble rebuilding pathnodes since the level can go beyond the normal limits, rebuilding the map in 469 won't break
          compatibility but you won't be able to save the level in the 436 editor because of the new paths. Also if you are going to rebuild
          geometry in an old editor, go to wireframe mode, otherwise the editor will crash.

Known issues :
---------------

- If you play online, if you leave the server the pickup messages will still be red, to prevent this make sure to die before leaving the server, 
  or finish the map. If the glitch did activate then you can fix this by either starting the map offline or restart the game.
- Extremely rarely, the professor will activate out of nowhere when you are close to the laboratory, if this happens most of the objectives
  will be skipped, the reason why this happens was never found.
- During a cutscene if you go to the menu and go to the preferences menu, the HUD will stay hidden even after the cutscene ends, you can fix
  that by turning the HUD on.
- If you play in old versions of UT like 436, you will get some error messages in the log because bots/monsters are using too many pathnodes to
  reach their objectives, also bots can get stuck or start roaming around if the objective is very far away.
- When playing online, sometimes weapons may appear in the wrong location, this is an issue of the communication between the server and the client.
- Some mutators have strange logic that could potentially soft-block the map because of the HolyOrb (like Nali Weapons 3), you can fix this by
  manually replacing the HolyOrb with the correct weapon in the ini file.
- If you die and then type "walk" in the console when you die when touching something special that instantly kills you, you might end up with the
  screen going crazy, to fix this respawn and then find a way to receive falling damage.
- Very rarely, if you spectate a match with only bots, they can get stuck trying to do the HolyOrb objective because the bot that has the Orb
  refuses to leave the graveyard, this happens when the bot that has the orb doesn't have orders to attack.
- Don't use the ByesRidge Weapons/Arena mutator if you have bUseUTWeapons set to true in the ini file of the map, if you do the game will crash.
- When you play online with bots, some bots might be invisible after the first cutscene ends, they go to normal after dying, you could also
  kill all the bots and then add them again if you are the administrator of the server. This only happens during the first cutscene.

Music :
---------------

- 65 from the UT99 mod ThieveryUT.
- Save Room (7B-Safety) from Resident Unreal (a cancelled UT99 mod) by UnFramed Productions.
- action1 from the UT99 mod Spatial Fear.
- Battle at Eveningstar by D-Raven.
- Compliance by Raiden / Substance.
- DarkChoir from the UT99 mod ThieveryUT.
- re3secure from Resident Evil 3.
- UneternalSLeep from Resident Unreal (a cancelled UT99 mod) by UnFramed Productions.

Copyright / Permissions / Stuff :
--------------------------------

Made by Team Chraysend and Aspide.

Permissions :

You may use this map in any (Non Commercial) way you seem fit, Please leave credit where credit is due! 