Edward 'Silky' Wilkinson
email - edward@sailor.org.uk
CTF-Crossfire v1.5
A Capture The Flag level for Unreal Tournament

Installation - copy the .unr file into (UT directory)\maps\ folder. Run UT, and the level will appear under Capture The Flag in practice mode. If, on running the level, you get an error message, or the graphics or AI don't work please email me with details.(I have no reason to believe the level will do this, but I have seen other 3rd party levels fail)

CTF-Crossfire consists of a long central run with 5 sniper points on each side. At each end are huge walls, with doors leading into the two bases. From each base you have access to 4 of the sniper points, while the middle two can be reached from the central run. There are opposing barriers of crates in the centre of the level. All weapons are there (except the chainsaw). There are no invisibility or damage powerups.

I haven't been able to test the level with multiplayer, but it is fully functional with Bots, they even snipe!
(that took me longer than the level itself, I HATE pathnoding). However I didn't design the level to be used with translocators. You can use them if you want, but the bots won't. 

Tips & info
1.OK, this may sound a little strange, but make sure your weapon is on  the side opposite to the side of the level you want to be sniping from. This means your weapon will be further out, and you won't hit the wall when shooting along the level.

2. Watch out for snipers on the other team. They will hit you while you are sniping.

3. There are 16 playerstarts, 8 for each team. I said 8-12 players in the level description, but even that may get a bit crowded...

4. I almost released this level without Bot support, because the red team was ignoring the fact it had the flag, and the blues didn't leave their own base. Eventually I just lowered the red flagbase a bit and everything worked. Then I put the crates in and they went to pieces again. It works now though

5. I was going to put CCTV in, so you know what is happening in the other base. I'm not sure whether I'll do this before I release it though...(Note: I tried, but got huge BSP holes, and that was just putting the frame in, I hadn't touched the portal stuff) I was also going to put pillars below the lift, but when I had eventually sorted out the BSP holes, I discovered I'd made them too short, and put the old lifts back.

6. Because of the different base layouts, One team is probably marginally better  than the other. I would suspect red.

Bugs:
1. The sliding doors. Bots keep running into them if they close before they go through. They keep running until someone shoots them or another bot runs up to the door and opens it. I haven't tried to remove this because it means they go in as a team.

2. Please don't go to the top of the level in spectator mode. Looking down, you will see half the level is invisible.

3. Novice, and maybe a few higher, bots get stuck running and going nowhere in some places near items. They usually snap out of it when a nearby item respawns.

4. Most of the weapons are supposed to be instant respawn, but it doesn't work for some reason.

5. Bots don't use the lifts. They can, but only before you put the flags in.

Please email me with constructive criticism (address at the top). I haven't heard anything about my other two levels:
DM-Sewer
DOM-Quadtower
from anyone, and it would help If I knew what people thought of them.

 Edward Wilkinson 2001
Please don't distribute this level for money or not in it's original form, without my explicit permission. I am quite happy for people to redistribute it, so long as this text file remains with it. Also do not edit the level or base any other levels on it.

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.
