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Title : Skeltston Head (v2)
Version : 2.0
Release Date : 17 December 2003
Filename : Th-SkeltstonHead-v2.unr, Th-skeltReadMe.txt

Packed in the following packages: Th-SkeltstonHead-v2.zip

Author(s): Solaris (changes by TemperMental)

Email Address : tempermentality@hotmail.com
Web Page: http://www.fuhget.com
Description : A modified map for Thievery
Other levels by author : Asylum
Additional Credits to : Solaris, the ThieveryUT team, DarkProject, Testing team
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--- Play Information ---
Game : Unreal Tournament (v436 or higher) & Thievery UT (v1.2 or higher) 
Level Name : Skeltston Head
Single Player : yes
MultiPlayer : yes
Difficulty Settings : no
New Sounds : none
New Graphics : none 
New Music : none
NewUnrealScript : using the thievery scripts
External DLLs : no
Known bugs :  
- Some slight BSP Holes here and there 

 

--- Construction ---
Editor(s) used : UnrealEd v2
Base : Th-SkeltstonHead.unr (made by Solaris)
Construction Time : start 29th of November, 2003
Build on: Pentium III Dual 750 MHz, 
              ATI 7000 DDR 64mb
              Windows XP Professional 

Installation
Copy the map (the .unr) to your \UnrealTournament\Thievery\th-maps\ directory

Changes:

v2.0:

- Added Location info to all zones now. Now instead of just "Rooves" and "Town", we have:

DockFront
East Dock House
East Dock House - Rooftop
West Dock House
West Dock House - Rooftop
Canopy House
Canopy House - Rooftop
Canopy House - Balcony
Area behind Church and Canopy House
Area between Church and Canopy House
Inner Town
Iron House
Iron House Property
Iron House - Rooftops
Iron House - Backyard
Cave
Box House
Box House - Rooftop
Center House
Center House - Rooftop
Center House - Patio
Reading Room (new room under Center House - Patio)
Town and Rooves was also fixed. Now Roof-level across the map (for those that don't have preset Location info) Will be denoted "Rooves", and anything lower than roof-level will be denoted "Town". Instead of seeing "Rooves" while on the ground in some spots. "Cellar" is still the same, anything in the lower well area.

- Secret Key from the sea can now unlock that bottom door in the center house. Secret hatch also still uses the key, but I think this addition will make that room and key more useful. 

- A few rooftops were already accessible by vine or mantling, so i added vineable roof ledges to 3 houses: the Front East Dockside house, the center house, and the dark house full of boxes but no loot off the ledge in the East. The reasons will become apparent as you read further. 

- Made the window on the West side of the center house Openable/Pickable. This room needed a second entry/exit badly.

- Under the patio on the center house, there was a door with no room behind it. So I added one. Door opens (unlocked) and window pickable entry.

- Moved the two chests from the dockside houses. One of them moved to First floor of the East dockside house (replaced the non-opening chest that was there), the other moved to the New room under the "Center House - patio" mentioned above. This prevents Thieves from lucky-rushing the map when it spawns in the dockhouses. 

- North East house had a door in the back of it that didnt open. Now it does. I made it Pickable with option for Iron Key. I also added a path around to the back of the house for another needed entry/exit. I've created a detailed cave into the cliff behind the building to fit this in. 

- Added a bird to mainland, just something for guards to shoot at while the time goes by :) usually found flying overhead the bouncy canopy. Placed for fun.

- Made wood on docks Vine-able. Comes in handy to hide on light poles.

- Fixed "See-thru" chests. Widened the chests, so No more red circle appears through the box, no more bug exploit. 2 out of 5 chests are still locked. So now two will be unknown for both teams.

- Some Asthetic beauty.

- A new secret area or two

- Widened the Spring-canopy for more bouncy fun.

- fixed all chairs, tables, dressers, to have proper collision. Including church benches, you can stand on the seat section now, and hop on the seat backs.

- Water in cellar no longer makes things disappear, if you die with map in water, map stays there along with other potions and dropped items. Made it a bit deeper to fix.

- Added stairs leading into the water in the cellar, as well as a railing. AI paths also fixed to allow AI to enter/swim/exit the water area using the stairs.

- Added a sunroof to the tall section of the iron house, as well as a vine-able attachment to the roof for access.

- Bumped Loot Objective to 800, Extra entrances/exits makes gettin extra 100 loot quite feasible.


v1.0:

- Solaris' original version of the map


Copyright / Permissions

You are NOT allowed to commercially exploit this level, i.e. put it on a CD
or any other electronic medium that is sold for money without the TUT/NB mapping team's explicit permission!

You MAY distribute this level through any electronic network (internet,
FIDO, local BBS etc.), provided you include this file and leave the archive
intact.

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Unreal Tournament (c) 1999 and UNREAL (c)1998 Epic Megagames, Inc. All Rights Reserved. 
ThieveryUT and BlackCat Games 2001-2003, All Rights Reserved
UNREAL and the UNREAL logo are registered trademarks of Epic Megagames, Inc.
All other trademarks and trade names are properties of their respective owners.