(See GAMEPLAY TIPS section below!)
(Reviewers - see my notes in the "bots supported" section)
(Single players - this is a MULTIPLAYER ONLY map.   Sorry!  :(

================================================================
---UNREAL TOURNAMENT MAP---

Title                   : AIR RAID! (CTF)
Version                 : 1.1  (forgot to add music track in 1.0)  
Release Date            : September 9, 2000
Filename                : CTF-AirRaid!.unr
Author                  : Jim 'Sonic Mammal' Wyatt
Email Address           : offworld@integrity.com
                            (Any feedback - positive or negative - is welcome!
                             It all helps me improve, and encourages me to keep mapping...)
Web Page                : none
               
Description             : Ride your troop ships through stargates...
	                  ...and "paratroop" onto the enemy base!
			  (Or...why not just "hijack" one of THEIR attack ships?)
 
Where to get this map   : probably  MappeD     (www.planetunreal.com/MappeD) 
			  probably  NALI CITY  (www.planetunreal.com/nalicity)  
			  or any possibly other websites that carry UT maps!
		          Check www.planetunreal.com for other map hosting sites.

Are there OTHER         : YES.   CTF-AirRaid2! (the sequel) allows you to see BOTH
variations of             bases at the SAME time!  (Sniper heaven!)   Of course, 
this map?                 the outdoor areas had to be simplified to allow this
                          yet still run at acceptable speeds.   There are new
                          sniper areas, and the ships have DIFFERENT flight paths
                          (ones on LOW runway go UNDER the semicircle and on TOP
                          of the enemy base).   Plus, the elevator platform on the
                          semicircle takes you directly into the enemy base, and
                          there's a whole new way to get the Redeemer!
                          Some folks like the sequel better than THIS map, so take
                          time to try it if you like this map at all!   You can
                          probably get it at the same websites you got this map from.
					
Other levels by author  : CTF-AirRaid2!  (the SEQUEL to this map - see both bases at once!)
			  CTF-AgedVsAlien (my first map.  Dual-themed: Castle vs. sci-fi)

Additional Credits to   : - Jim Scott, Scott Hobbs, Anthony Barta for testing/ideas. 
			  - All who review, host, or play this map.   
                            Thanks!  I hope you enjoy it.
                          - And of course, Epic for making a great game and giving us UnrealEd
			  - I used Inoxx's skybox from CTF-Face, modded for colors and star choice.
                            (Why reinvent the wheel on this part?   It felt best for the level.)
			
======================================================================
--- GAMEPLAY TIPS AND NOTES ---  (normal technical info on "play" and "bots" is below)

*  Set AIR CONTROL to 35% (the default) or greater.
*  When riding on TOP of a dropship:  Unreal Tournament does NOT impute
   inertia to players - it is like you are standing still!   So if you
   stand on top of a moving ship and jump up in the air - especially while
   traveling very quickly in space near the stargates - you will be
   left behind, because YOU have no inertia!   So when in ships, keep 
   your FEET ON THE GROUND - use the ramps to move, and don't jump until
   you are ready to leave the ship.
*  The same inertia quirk applies to weapons - so on ships, be VERY 
   careful when firing projectile weapons, especially rockets or the redeemer.
   (Take a practice run to learn how weapons work while riding in a ship.)
*  Because UT does not impute inertia to the player, it is hard to jump
   in the SAME direction the ship is moving when you are on top of a ship.
   But you CAN easily jump in the opposite direction - such as jumping off
   the BACK of a moving ship onto something it has just passed over.
*  When flying over an enemy base, watch out for the DEATH RAY!  (This is
   the automatic defense beam that shoots from the glowing triangle on the
   front of the base.   It will violently jar your ship for a second or two.)
   TIP:  The ray will hit your dropship 3 times during your attack run.
   Only the SECOND hit actually can THROW the player around, or off the ship.
   The FIRST and THIRD hits simply shake your vision, but do NOT actually
   move you at all, so no need to panic on these!  (And yes, as a reward for
   reading this, you now have an advantage of knowing a little strategy!)
   Also...yes, you can trigger the death-ray by jumping off one of the 
   corner towers into that general area... I decided to leave this in, as
   it was fun and can catch you off-guard sometimes, especially if it is
   your own base.   (All you "realists" can just pretend that the death-ray
   is motion-sensitive to particular regions of space... he he he).
*  3 rocket launchers:
   - in the "slime" area at the very bottom platform...just jump across
   - on the VERY TOP of each base...you can SLIDE off the sloping sides!   
     EACH slope has a rocket launcher on it!   TIP:  Look for the strips
     of (red or blue) light on the very top of the base.  Go here and look
     over the edge.  You will see a trail of "health vials" leading to 
     a rocket launcher.   Slide down, hugging the slope with your "backup"
     key, then guide your freefall into the triangular pool below!  There
     are ROCKET AMMO packs in those triangular pools...
*  3 Ways to get the redeemer:
   - SKYDIVE from high above!   (this is a blast - try it!)
   - Jump off the BACK of an attack ship as it passes over the cylinder
   - From the semicircle, throw your translocator into the cylinder.
   - NOTE that you CANNOT swim UP into the cylinder; the flow is too strong!
     You also can't throw your translocator up there either...  ;)
*  Remember, you can ride ENEMY ships too!   This gives you FOUR vehicles
   to travel between the bases!
*  Note that the LOGO on the side of each ship is significant!
   The one with the PICTURE (of the eagle or the gauntlet) will take the TOP
   runway (that also has the same picture of the eagle or gauntlet).   The 
   ship with the typical team 'LETTER' (the blue "N" or the red "R" shape) 
   will take the bottom runway.   Both make the same pattern over the enemy
   base; both move at the same speed.
*  2 ways to get to the TOP pool above the sniper deck:
   - Drop down from the side of the gigantic slope that the "triangles" ride
     up to the skydive area over the big pool.
   - Ride the platform in the hangar!  (On the catwalk leading to the gantry
     is a lit platform beneath the fancy diamond 'window'.  This is actually
     a moving platform that will take you OUTSIDE the hangar to the top pool!) 
*  The pools above the entrance and the sniper deck ARE deep enough for you
   to jump in from ANY height without getting hurt!   
*  You CAN jump from the top pool (above the sniper deck) all the way into
   the BIG pool!
*  Here are two interesting ways to get aboard a ship:
   - run on TOP of the side structure to the left of the main flag building.  
     You can board a ship just as it is leaving the runway!
   - From the skydive area, drop your translocator disk down onto a ship
     as it passes far below!  (Note that if you are carrying the flag, 
     using a translocator will make you drop the flag.)
*  Watch out for the quake when you get the ultra-damage...it CAN throw you!
*  The slime kills you SLOWLY, so don't just give up when you fall in!
   You can often swim to the center platform and get up...
*  There are two elevators that can CRUSH you, so be careful of them:
   - the glowing one on the slimepit catwalks that rises just under the flag
   - the small one in the hangar that descends from the center sniper area
*  Remember - you can SWIM with the flag!   Swim to the elevator of your
   choice rather than running there with your back exposed!
*  Translocator optional for this level.
   Best translocator trick:   Throw it INTO a ship!  This way
   if you get shaken out of the ship, you can just activate the
   translocator to be back inside!   Or...throw your translocator into
   an attack ship, but stay in your base and pick up powerful things -
   maybe the redeemer, or go to the slime area and get the ultra-damage
   and rocket launcher - then activate your translocator to put you
   into your attack ship which is hopefully over the enemy base!
     
======================================================================
--- PLAY INFORMATION ---

Single Player           : NO - multiplayer only.    

Bots Supported?         : NO!  UT does not support the robust functionality needed
                          to tell bots how to board and exit these LOOPING dropships.
                          (Bots can only board movers - elevators, plats, etc - that have
                          consistent "begin" and "end" points; they cannot comprehend
                          constantly looping movers.)
                          (Because bots do not have ANY pathing, if you try to play the
                          level with them, they will usually just spawn and stand there.)

                          ***NOTE TO REVIEWERS***:  The concept for this level was NOT
                          designed with bots in mind.  I do not believe in restricting
                          creative level ideas just so that bots can always play them,
                          nor do I believe that a level's rating should be reduced just
                          because a level concept was not designed for bots.

                          Suggestion:   Rate this level on a "humans-only" basis, then 
                          simply add a WARNING to your single-player readers to let them
                          know that this is a multiplayer-only level.   (I just don't
                          like to see mappers - not just me, but anyone - penalized for
                          making something fun that UT bot technology is too primitive to use.)

                          (On level designs that bots SHOULD be able to fully navigate, I DO
                          believe in reducing the rating for poor botwork.   However, judging
                          what bots should and should not be able to do requires some
                          knowledge of UT editing mechanincs - such as liftexits,
			  translocdests, etc - and what these can and cannot do,
                          as well as what is NOT available for bot programming...)   

Multiplayer             : Yes.   4 per team or more.
New Sounds              : No
New Graphics            : Just a screenshot  ;)    No new textures.
New Unrealscript        : No
Known Bugs              : Not really.   Sometimes it seems it takes a minute or two
                          for the level to begin to run smoothly; there's a lot to load.
                          So if it starts off 'stuttering' a bit, just be patient...

===============================================================
---INSTALL/PLAY INSTRUCTIONS ---

1.  Unzip the archive.
2.  Put the CTF-AirRaid!.unr file in your UnrealTournament/Maps directory.
3.  Put this text file wherever you want (perhaps in UnrealTournament/Help).
4.  Run the game!   The map will automatically show up in the selection list.


===============================================================
--- CONSTRUCTION NOTES ---

Editor used             : UnrealEd   (the OLD version  :)
Base                    : new level
Construction time       : waaaaaay too long
Development mode        : Pentium 450 with 3dfx voodoo3 / Glide
Stats                   : Over 4000 brushes, over 1500 lights.


===============================================================
--- AUTHOR'S NOTES---
 
This level was designed for faster PCs 
(targeted polycount of 200-225, nodecount of 400 or so)
probably a Pentium 350 with a vid card and >= 64k RAM.
If it is slow, try reducing your resolution to increase speed; 
also tweak "desired framerate", "texture quality" and other such options.

Polycounts reach their highest when going through stargates and
being able to see the entire other base.   (Sometimes when riding 
in a ship, try looking at the floor for the few seconds when you
go through the stargates to keep player-visible polycount low...?)

Note that the ships DO count as visible polygons, adding around
30 polygons on average to a scene when they pass through.

===============================================================
--- COPYRIGHT / PERMISSIONS ---
 
This level is copyrighted in year 2000 by Jim Wyatt.
Authors may 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 BSP through any electronic network (internet,
FIDO, local BBS etc.), provided you include this file and leave the archive
intact.

-------------------------------
UNREAL TOURNAMENT (c)1999 Epic Megagames, Inc.  All Rights Reserved.  Distributed 
by GT 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.
