================================================================
Title             : DM-OutpostEridani
Version           : 1.00
Release Date      : 07-16-2000
Fixes             : None
Filename          : dm-outposteridani.zip
Author            : Randy Shrader
Email Address     : randyshrader@home.com
Web Page          : http://www.co30.com
Description       : See below

Where to get
this map          :http://www.co30.com
                  :http://www.planetunreal.com/nalicity/

================================================================
--- Play Information ---
Level Name           : DM-OutpostEridani
Single Player        : no
Deathmatch           : Yes
Capture the Flag     : no
Domination           : no
Assault              : no
Difficulty Settings  : no
New Sounds           : no
New Graphics         : 7 new textures
New UnrealScript     : no
External DLLs        : no
Known bugs           : A few HOMs 

--- Construction ---
Editor(s) used       : UnrealEd, UnrealEd 2.0
Construction time    : 100+ hours over the course of several months	

Installation
------------
dm-outposteridani.unr: DRIVE:\UnrealTournament\Maps
dm-outposte.utx:	      \UnrealTournament\textures

Extended Description:

Construction Notes
----------

-This map is system intensive, and appears to be cpu-limited more than video-limited, probably due to its size and the number of movers.  The lowest spec machine I recommend is a P2-400 with a voodoo 3-2000.  With a P3-500 or greater, a tnt1 or better will suffice.  Also due to the cpu limited nature of this map, it will run smoother on your machine if you are a client in a network/internet game, than if you are running a botmatch (running large # of bots seems to slow it down quite a bit).  I find it playable at high detail, 800 x 600, on my Celeron 400/V3-2000, which is a pretty entry level machine these days.

-All the coveyors were functional in the original build, but I had to disable 2 of them to get rid of BSP errors.

-I apologize for including a separate .utx file . . . I had intended to include the new textures inside the .unr file but I just don't have the time.

- The BSP of this monstrosity is like a man on a tightrope . .. I even look at it the wrong way and down it goes.  I've done my best to fix the BSP holes but you'll probably find a few (maybe more than a few!). 

- Though sporting a ridiculous number of total polys for a DM level (got carried away), there aren't many places with 200 or more polys per frame, so hopefully it'll be playable.  

- Ships in skybox won't show up client-side in multiplayer, or in systems running in low detail.

- Bots have trouble in the low-grav areas at times, and may get stuck in places.  They're still pretty deadly though :)

- The superhealth in the locker and the Redeemer both originally needed switches thrown for access; this has been simplified for the bots.  The lower conveyor originally had 4 loopmover crates travelling across, then down to the lava and the damage amp, then back up and across.  This worked fine with only 1 bot, but as soon as I added more the movers went nuts, going all over the place.  I've simplified that to use only 2 regular movers.

- Bots readily enter the water tube to get the superhealth and shield, but will stay in quite a while, especially if they're in a fight.  They very rarely stay in long enough to drown, usually happens when they're hurt beforehand.




Author's Notes
--------------
Background:  This is a small portion of a much bigger complex, which would be much too big for a DM level. It was originally inspired by the Sin single player level "Oil Rig", in that I wanted a very live environment with lots of moving machinery.  Unfortunately, this made the map run dog-slow and I had to take most of the really cool stuff out.  I also cut the texture variety way back.  So I ended up with exactly what I didn't want . .. another "space warehouse" type of thing, although with a little more detail (and a lot more polys!) than most.  Hopefully it has a little more atmosphere as well.  The skybox is an experiment;  I just don't like those flat-sheet mountains in most skyboxes.  There are 3 spaceships in there as well . . . something to look at when the action lets up for a moment.   The forklift brush is an original creation by me, made entirely out of cube and cylinder primitives with a little vertex editing.  

The Story
----------
Does a deathmatch level need a story?  Why not! :)
This is part of a mining outpost established by Inuit Corporation on a remote moon of the Epsilon Eridani system.  Gravity is just slightly less than Earth-normal.  The hot, poisonous atmosphere necessitates an extensive ventilation system, which can be used to move stealthily around the facility.  

Part of the ventilation system is a huge filtration tank that uses liquid to trap air pollutants.  The filtering liquid is held in place by a magnetic field that will allow solid matter to pass through. Crafty competitors can take advantage of this if the turbolift is held by the enemy.  The trapped pollutants make the liquid slightly toxic however.  

The facility entrance area includes an observation deck where visitors and off-duty employees can watch traffic come and go at the nearby spaceport.  There is also a large screen where training, orientation, and promotional films can be viewed.  Off-duty personnel often use it to watch the Tournament.  The blue and yellow door in this room leads to the spaceport, which isn't included in the map.  So don't expect that door to open :)

The other areas of the level are part of the cargo-handling facilities.  The system isn't fully operational yet; there are some equipment crates lying around, and one of the conveyors isn't working.  Sorry but you'll have to move under your own power :)  The actual mining operations themselves are conducted off-site . . . and may or may not appear in future levels :)  Why are you fragging here?  Hmmmm . . . let's say that Inuit stiffed you on some overtime pay, and they're not gonna get away with it :)

Acknowledgements
----------------
The Co30 logo texture was created by HellSpawn(Co30).  Battlecat(Co30) contributed the Mitsubishi logo and the "Aim Away From Face" sign (I still get a kick out of that).  The other new textures were converted by me from images available at Freetextures.com.  Lots of good stuff there if you need textures.  Some of the buildings in the skybox, and the radar dish base, are prefabs from Prefab Central.  My thanks go out to my fellow Crusties for testing and support, to EZkeel and others who answered my technical questions, and to everyone who playtested the map.



Copyright / Permissions
-----------------------
This level is copyrighted by Randy Shrader 2000
Authors may not NOT use this level as a base to build additional levels.

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 my 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.

----------------------
UNREAL TOURNAMENT (c)2000 Epic Megagames, Inc. All Rights Reserved. Distributed by
GT Interactive Software, Inc. under license. UNREAL TOURNAMENT and the UNREAL TOURNAMENT logo are
registered trademarks of Epic Megagames, Inc. All other trademarks and trade
names are properties of their respective owners.
