
	CTF-Saucer
	----------

Filename:		CTF-Saucer.unr
Release Date:		Sept 1, 2000
Author:			Grant Boyle (tAlignmen)
Email:			gboyle@sympatico.ca


	Play Information
	----------------

Game:			Unreal Tournament
Level Name:		CTF-Saucer
Level Type:		Capture the Flag
Number of Players:	6 to 16


	Installation
	------------

Copy CTF-Saucer.unr into your \UnrealTournamemt\maps directory.


	Level Decription
	----------------

Saucer was built on the sound stage of a now defunct sci-fi production
company. The sets, consisting of model starships, were upgraded to withstand
the rigors of lethal combat. Now the players become the crews of the opposing
ships as they square off in no-holds-barred CTF action.

Unfortunately, Saucer has had a checkered history. The upgrades went over
budget and were accompanied by rumors of corruption. During the first public
match, a freak double redeemer blast breached the armored wall and killed the
staff in the control room. The match continued for 10 minutes before the players
even noticed that the announcer was no longer calling "head shots" and "killing
sprees". Some months later, the red base collapsed during a match killing half
the players. The arena was out of commission for repairs for weeks.

	Level Notes
	-----------

CTF-Saucer is my first attempt at a UT level, so don't be surprised if it is
no where near as as refined as some of the levels out there. It is a standard
symmetrical opposing fortress level.

It features an interesting gallery around the flag base that allows one to
fire on the flag room and the outside without allowing fire from outside all
the way into the flag base. The base features a slung Redeemer launch tube and
defensive fire gallery. The ground around the bases is dotted with large obstacles
that can be used for cover and ambushes. On each side of the base are ramps up from
the ground that often become the focus of intense fire fights. Way up top, there is
a ring platform joined to the bases by ramps that provides a precarious alternate
route to the opposition base. Along the walls of the arena are two levels of
corridors that provide more dangerously open methods for getting to the opposing
base. The floating platforms between the corridors and the base can be walked across
in one direction, but if you don't jump in the other, you'll fall to the ground.

Weapon selection was oriented towards energy weapons and missles to give the
appearance, at a distance, that the saucers themselves were firing on each other.

There are diverse paths to get into the base, but the two side entrances will be
the focus for the bots and novice players. More experienced players will realize
that the translocator allows them to get through the gallery slots and, by jumping,
get into the launch tube and defence platforms.


	Known Issues
	------------

In general, the level is big enough to support a large number (20-30) of players.
The only thing you need to be careful about is that things can slow down quite a
bit when large firefights are in your field of view.

I have seen a "hall of mirrors" effect at the top edge of the base in previous
versions of the level. The problem may still be there.

There is a mysterious shock ammo in the blue base that does not appear in the editor
and so has never been removed. It does not appear to unbalance the match.

The bots will play and score but they won't snipe or translocate, which makes them
less effective against most human opposition.

Chalk these problems up to designer inexperience.


	Copyright/Permissions
	---------------------

You have my permission to do what you want with CTF-Saucer.

All other trademarks acknowledged.



