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"DIVISION" unofficial Epic Deathmatch Map Pack
(c) 2010 Epic Games
Not to be distributed commercially without prior written consent
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The purpose of this map pack is to add as either an upgrade or replacement to the current
batch of maps that are being run on Unreal servers. It is our way of saying "Thanks" to 
the Unreal Community for sticking with us.

Map list:

* DmBayC by Myscha, a space cruiser docking bay.

* DmCreek aka Blood Creek by Cliffy, an ancient temple turned into a battle arena.

* DmDespair by Mick 'VerMoorD' Beard, another moody temple.

* DmEclipse by Jeremy War, another skycity run and gun with traps to beef up the experience.

* DmKrazy by Shane Caudle, a maze of corridors and mine shafts excellent for pit fighters.

* DmLocke by Myscha, another temple combining the skycity and chizra moods.

* DmMorbfanza by Myscha, Morbias, Deathfan and Ariza combined into one huge arena for large
  scale deathmatches.

* DmScruular by Alan Willard, a Skaarj vessel with a nice flow.

* DmSplash by Eenocks, a Skaarj themed duel map with lots of portals to surprise opponents
  from behind.

* DmVilla - an old villa and a small port by Myscha, can provide some fun.

This pack is another, second bonus pack for Unreal (the first being Fusion), composed of
maps scrapped from the game at different stages of development and luckily brought back,
saved - before they could disappear, forgotten.

Three of the maps appeared in the official Unreal demo, distributed with several pieces
of 3DFX and Creative hardware, these are DmBayC, DmCreek and DmKrazy. No changes were made
to these levels.

Despair was the map that was cut from the mission pack. Some of Return to Na Pali's boxes
claim that the expansion includes seven deathmatch arenas, not six that are on the actual
CD. This is the seventh one.

Another three of the maps included here were distributed with the Prima's Official Strategy
Guide, these are DmLocke, DmScruular and DmVilla. Strangely enough, Villa originally failed
to run on Unreal versions 224 and above, so it had to be properly updated. We owe this to
Leo(T.C.K.).

The remaining three were ported from the leaked Unreal beta release, these being DmEclipse
(in that beta, the map was known as Sky11 and Sky12, yes, there were two builds of it),
DmMorbfanza and DmSplash. The porting process was commenced by yours truly (as it was I
who made them work with the retail Unreal release) and continued by RoninMastaFX. It is
RMFX who freed the maps from their irritating bugs and created the bot pathing network for
them. It is he who reconstructed the Splash Fortress back to its final shape as it was
available in Unreal build 197 he once owned. Thanks to RoninMastaFX's titanic work, these
three maps are now available for all players.

Division was a project of recovery and as I believe, it has fully succeeded. Have fun
everyone. See you online. BTW, UBerserker, I'm SO going to own you on Morbfanza.

~~~ Delacroix

First of all, I would like to thank Delacroix for allowing me to work on Division and his
upcoming UT: Forgotten Classics BP. It was a pleasure to convert these 3 levels back to
Unreal for Division & UT for the UT: FCBP. I'd have to say that most time went into Morbfanza,
but the most frustrating level that I worked on was Splash Fortress. If it wasn't for the
random memory of Splash Fortress that I suddenly had halfway during the port, I'd say the
level wouldn't be as good as it was meant to be. It was dropped from the pre-final version
of Unreal, along with Morbfanza. Mind you, Morbfanza may be a replica of three beta maps
combined but I took the extra time for the smaller level that is Splash Fortress and the
result is (hopefully) 100% identical to the final from Unreal 197. I believe I have succeeded,
because once I played the final version of the remake, more memories of the original came
back and that was a sure sign that the conversion was successful and 100% complete (imho).

Again, I would like to thank the Unreal & Unreal Tournament scene for supporting me all
these years... I may have lots of fond memories of the scene from all of these years,
but my best moment of Unreal was the very first day of Unreal (aka Unreal's launch), which
took place on May 22, 1998. It was that day, that made me stick to the scene for many, many
years! And to this day, I would rather stay at this scene for as long as I possibly can,
rather than ditch it suddenly... Unreal & Unreal Tournament bring back too many good memories
for me to ditch the scene or the games...

Thank you,

~~~ RoninMastaFX
