CTFM-HallOfGiants-II.txt

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Title                  :CTFM-HallOfGiants-II
Version                :2.0
Release Date           :2003-02-06 
Filename               :CTFM-HallOfGiants2.zip
Authors 
    (Original Hall of Giants):Juan Pancho 'XceptOne' Eekels
(First CTF-Hall of Giants-II):Morphias
    (This conversion to CTFM):Doctor Evil
Email Address          :evilut@lycos.com
Web Page               :http://evilut.tripod.com/
Description            :Conversion of Hall of Giants II to MultiCTF
Where to get this map  :If you're reading this, then you probably 
                        know where by now (;-) 
Other levels by author :A list can be found on the web site.

Additional Credits to  :-Epic Megagames
                        -Whoever designed the Unreal Editor 
                         and all those nice textures and music. 
                        -Various authors of web tutorials for 
                         the Unreal Editor
                        -Messrs. Eekels and Morphias

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--- Play Information ---
Game                   :Unreal Tournament
Level Name             :CTFM-HallOfGiants-II
Single Player          :Yes, botmatch.
Cooperative            :Four teams, each of at least 4, preferably 6.
Deathmatch             :Not really. 
Dark Match             :No
Difficulty Settings    :No
New Sounds             :No
New Graphics           :No
NewUnrealScript        :No
External DLLs          :No
Known bugs             :The bots do get stuck sometimes, especially 
                        where ramps intersect at the keg of health.
                        No bad HOMs yet, but the walls do flicker 
                        sometimes - this map is as large as UT can 
                        handle.   One potential HOM is under the red 
                        base and is harmless.

--- Construction ---
Editor(s) used         :UnrealEd2.0
Base                   :CTF-Hall of Giants-II
Construction Time      :Way too long.   It took a while to figure out 
                        the intersecting additive and subtractive 
                        brushes where the two copies of the Hall meet.
                        Changing tags to Green and Gold teams in the 
                        new hall, (on all liftexits, jumpspots, flagbases,
                        playerstarts, defencepoints, etc.) was very 
                        tedious!

Installation
-------------
Unzip the file
-CTF-HallofGiants-II.unr in the  UnrealTournament/Maps/  directory;
-You're already reading this CTF-HallofGiants-II.txt file, 
 so you know where it goes!
-start the game and choose the level under the MultiCTF game type.

Extended description:
---------------------
CTFM-HallofGiants-II is a conversion of Morphias' 
CTF-HallofGiants-II to the four-team MultiCTF format.  
Morphias' version, in turn, is a variation on the Eekels classic 
CTF-HallofGiants map, but with the flag bases placed way up high, 
near the roof of the giant hall.

In this version, a copy of the Hall intersects the original at 
right angles across the centre, to provide a cross-shaped Hall.
All the ramps are the same, except where they meet at the centre.
The former redeemer ridge is now a large square return platform
from the four flag bases, armed with two redeemers at opposite 
corners.   

The low gravity has been increased slightly, from 200 to 220. 
(Standard gravity is 950).   Bots can still leap from the floor 
onto the top of the horizontal zoom tubes, but a drop from a flagbase 
onto the return platform is no longer survivable, even with full armour 
and health.   However, a drop from a flag base directly onto the 
exit from a zoom tube is survivable with no loss of health, if 
your aim is very, very good!

The map is zoned extensively, using "Keypoint>locationID"s rather 
than zone portals, (thereby avoiding the dreaded "Hall of Mirrors" 
- HOM effect).   This allows the "One Flag Mode" option to work 
with less frustration for human players, who can also know where a 
flag in transit is.   In a team game "F1" may reveal the locations 
of all teammates.   To help you to know which way is home, 
the four arms of the Hall are colour-coded extensively.

All music, sounds and textures should be standard.

Problems
--------
The bots do get stuck sometimes, especially where ramps intersect 
at the keg of health, one level up from the floor.   Resolving the 
ramp intersections was a messy business, but this map does seem to 
work!

I have noticed no bad HOMs yet, but the walls do flicker sometimes.
I suspect that this map is as large as UT can handle.   
One potential HOM is on the underside of the red base and is harmless.   
I am not aware of any other problems.

Copyright / Permissions
-----------------------
This variation is copyrighted by Doctor Evil (real name on request), 
2003.   I have no idea what copyright exists on the two earlier 
editions, but I presume that Messrs. Eekels and Morphias would 
appreciate full credit for their work.

Authors MAY use this level as a base to build additional levels, 
provided due credit is given to the previous authors.

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 authors' explicit permission!   
For free is OK, though ...

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)1998 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.