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Title:			CTF-Winterhawk
Author:			Arne "Switch" East
Email Address:		arneeast@attbi.com
Website:		http://home.attbi.com/~arneeast
Version:		1.0
Release Date:		July 11, 2002
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Requirements
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Requires Unreal Tournament Bonus Pack 4, specifically SGTech.utx.

Installation
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Unzip "CTF-Winterhawk.unr" into the UnrealTournament/Maps folder.


Game Information
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Game:			Unreal Tournament
Level Type:		CTF
Player Count:		8-16


Construction
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Editor:			UnrealEd 2.0
Game Engine:		UT v436
Construction Time:	Around 40 hours.
Playtesting Time:	Another 20 hours and counting!
System Used:		Celeron 900MHz, 512MB RAM, GeForce4 Ti 4200


The Level:
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An iced-over combat arena, designated for CTF play. The large vertical
construction was inspired by the eagle crest from SGTech1.utx. Be sure
to look out over the arena when going up the lift, but remember to
turn around to exit. The ramps in the flag rooms are a larger version
of the minigun room ramp in DM-DailyGrind, combining z-axis battle with 
defensive functionality. The sliders up top work so that you should stop
moving when you're on them - if you want to stay on them. Even going
sideways across to the center support, you won't need to juke sideways
against inertia. The doors to the CTF rooms are complex, including masks.
Too bad they're not set to CrushWhenEncroach. The lifts also recognize 
waiting players at the top floor. Just be patient and they'll come if 
you stand in front of the warning stripes.


Tips to Users:
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Try to use the upper routes. They offer better cover than the arena
floor, which can be quite a rocket storm. If you're trying to get the
belt with the flag, try the catwalk and a hammerjump. Simple, right?

The ice is nearly frictionless, which means you can do cookies!
Yeeeehaw! So, don't get annoyed when you run circles around the Amp....


Nasty Construction Notes:
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Well, I gave this one my all, but it didn't come out perfect. Geometry
errors showed up early in construction. I kept reverting because each
new geometry addition caused massive errors after I built the elevators.
At least I got pretty far by then....

The Bot pathing went well until later in construction. I had to
rebuild the paths a few times, and could have released the map six
months ago if it weren't for those dumb bots.  Well, at least now they
can walk around without falling to their deaths. They jump into the 
empty lift pits, right before it returns. Why do they do that? Sometimes
they'll have a party down there, not letting the poor bots on the lift
exit on the bottom. Silly bots. They usually will fight instead of running
home when they get the flag. It must have to do with the flow of the 
level, or something. Yeesh, at least you can enjoy what works!


Thanks to:
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Tim Sweeney, Cliffy B., Shane Caudle, Akuma, Chicoverde, Hourences,
Firefly, Chimeric, StealthDP, Horton's Who, and everyone at
Unreal Playground, Nali City, Beyond Unreal, Unrealized, Epic
and Digital Extremes for design inspiration, kickass maps, and
tutorials that actually work!
 

Copyrights / Permissions
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Level copyright (c) 2002 Arne East.

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 permission.

You MAY distribute this .zip file for free 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.
