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Title                   : Assidaria
Version                 : 1.0
Release Date            : 6th February 2006
Filename                : CTF-Assidaria.unr
Author(s)               : Warren "Thunderstrike" Wescott
Email Address           : thunderstrike@planetunreal.com
Web Page                : http://www.planetunreal.com/Thunderstrike
Other levels by author  : UT: DM-Azwahtemh, DM-Rustamorai, DM-Deadly Falls, DOM-Ramses
			  UT2003: DOM-Norfolk
Additional Credits to   : See below.

===============================================================
Description:

Bathed in opalescent blue moonlight, the Assidaria Effluent Processing Plant is thrown into sharp shadows. The highly corrosive effluent carresses its concrete containment with a sickening green fluorescence, whilst the darker areas are illuminated with palid yellow stabs of artificial light. Tendrils of decay seep into every aspect of the plant, and even the last bastion of purity, the Cryonics Section, is now beginning to fall victim to their insidious invasion. Step with care, but never let it slow you down, for you have a flag to capture amidst the acrid atmosphere of Assidaria.
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--- Play Information ---
Game                    : Unreal Tournament
Level Name              : Assidaria
Single Player           : Botmatch (full bot path noding)
Cooperative             : Capture the Flag
Deathmatch              : No 
Domination              : No
Difficulty Settings     : Nil
New Sounds              : Nil

New Textures            : Absolutely. Custom textures by Rorshach (Clockwork_droid, to be precise), several selections from the great texture sets by Shock Systems (predominantly SSMetal and SSColdsteel) and even a water base texture by Hourences from his HourRustyCrapStuff texture set. I couldn't get the animated water texture into the myLevel package, so I had to create my own animated version.

NewUnrealScript         : A smorgaasbord! Use of the ActorAttacher actor by ElBundee; just what I needed for the swinging lights. Bot_40's sensational ParticleSystem_42. Almost akin to the emitters of the UT2kx engines! Amazing stuff! Professor has provided the CustomSpree actor to change the default killing spree messages, the CTFMessager to change the default flag messages, and a CustomPickupMessager to change both the default weapon pickup messages and also the associated death messages. I've also added some new pickup messages and death messages for weapons, ammo and armor/shield as appropriate myself because I got really tired of seeing all the usual death messages while I was testing the level! ;) There's even a custom projectile for the rocket launcher provided by Professor to get the custom death messages for the rocket launcher to work.

External DLLs           : Nil
Known bugs              : None... but I don't actually believe that! :) Actually, strike that. Bots can loop through three path nodes on the walkway in the flag room. This is occassional and temporary and I've played with the paths as much as my sanity can bare.

--- Construction ---
Editor(s) used          : UnrealED2 Beta
Base                    : None
Construction Time       : Around ten months, on and off. Not a patch on Ramses!

Installation
------------
Unzip the .umx file into your Unreal Tournament/music directory.
Unzip the .u files into you Unreal Tournament/system directory.
Unzip the .unr file into your Unreal Tournament/maps directory and enjoy.

Author's Notes
--------------
Players and perhaps more importantly server admins should be aware that a side effect of some of the custom actors in this map is that the message changes become permanent for the duration of a session, which in the case of a server running twenty four hours a day means indefinately, subject to a restart of the game. Players should note that this is a per session phenomenom, and once the game is closed down the messages revert to normal until you run CTF-Assidaria again. This situation has been unavoidable, and may cost the map what little chance it already had of being made available online, but I feel it's a small price to pay for getting some new messages. Only time will tell if server admins agree! :)

Thanks to
---------
Those people who tested this map, took it apart and helped me put it back together again!

Ironblayde for an extensive assault of screenshots on my inneptitude and an ability to find a full range of problems! ;) He also whipped up a custom actor which, unfortunately due to my inability to clearly define my requirements, I was unable to use. However, I have it now and I already have a use for it in another map! He also had a number of suggestions for improvement. I'd not heard from him in a long time, but I see now that he has recently returned to NaliCity so I hope he's well and he has my best wishes.

Homeslice, for finding major honking great BSP debacles TWICE in the builds he tested, and giving me the slapping I deserved when I left out some of the custom script packages from the beta zip files.

fragnbrag for getting me onto brush ordering in, ironically, an organised approach. This solved many issues time after time during construction.

evil_blue_dude for opening debate on the choice of grate textures (you may laugh, but he had some very valid concerns), and I did reconsider several surfaces.

ReNeGaDe-DeAtH for complaining bitterly about a corona choice. Never justified it, though... ;)

Now for two very special thanks!

Professor's contributions to this map have elevated it beyond what I was capable of delivering on my own. Initially he pointed out an elevator issue and provided some suggestions for tightening defence. He also was very encouraging through the "dark times" of the failed beta, and of course he provided the custom code to get my custom death message for the rocket launcher working. By far, though, his biggest contributions were the custom actors he scripted. These came courtesy of a coding breakthrough he discovered, and wouldn't you know, the first person he thought of to trial them in a map was me. This stemmed originally from the long beta-testing of DOM-Ramses, and then the constant testing on this map. I just got really tired of seeing the same old weapon death messages over and over, and Prof and I had quite a few lengthy posts going over coding solutions and their deadends. It was only several months later that Prof made his discovery, and his custom actors enabled me to get the play experience I dared envision when testing Assidaria. There's nothing overly revolutionary in the end application of the actors, but rather a nice break from those now interminable death messages! Many, many thanks for your creativity, knowledge, kindness, friendship and generosity!

Finally, a very special thanks to Cobra. He took some bot pathing issues and nailed them to the wall! The man is a champion and never ceases to amaze with his knowledge of how our offline friends think, or don't as the case may be. I pathed the bots for this map, but Cobra gave them finesse. He was also full of encouragement and praise during the "dark times" of the failed beta. He has also kept in contact after the last beta to occassionally keep me on track and focussed, and to make sure I finish this damn map! :) His friendship, knowledge and dedication have also helped shape the level and make it as good as it is.

All of these people's valuable time, advice, kindness and friendship will not be forgotten, and are forever a part of this level.

Visit my website and let me know if you'd like to beta-test one of my upcoming maps!

Copyright / Permissions
-----------------------
This level is copyright Warren Wescott 2006.

Authors may not NOT use this level as a base to build additional levels.  This map may 
NOT be modified in any way without the author's express, written permission.

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!  This INCLUDES putting it on ftp.cdrom.com which have a
tendancy to do just as such or any other major ftp that bundles cd-roms
out of what they carry.

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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