CTF - CTF 5										      26th March 2000


Covered by	 LogaN 5
New Features	No
New Sounds	No
New Songs	No
New Textures	No


Content:		CTF-CTF5.unr	Level
		CTF-CTF5.txt	This File
		The levelfile must be placed into the mapsdirectory.


Known Bugs:
-Didn`t work with bots, I`ve a tutorial for pathnodes, but I can`t fix it. If someone has a "Bots for stupid"-Tutorial, I would be thankful.
-On some place, especially on the red side, some textures are flipping. I think this is not my foult.


Something about this:
After I've covered CTF1 and CTF4, I make this one. Now I think about one or two own creations or a last cover of a CTF-Level from 
the second levelbundle. If someone has played the original level he or she shurely would sense, that the red base is mirrored, but 
why not?
By the way, because this is not an 1:1 copy of the original, I've some other changes to the original. This means textures, weapons, 
pickups, sounds and naturally some fishes, because I was born in the constellation of the pisces.


Questions:
During the making of this level I got some ideas an questions, which still waiting for answer, so maybe someone has an answer?

-Dynamic Light (1): 	If you have a mover, which was lighted from only one side, it would be fine if the shadow behind the mover 
		vanished when the mover moves away. Is there a way to do this?

-Dynamic Light (2):	How did I move light?

-Fog		I discover that the game couldnt display fog if you use a TNT-chipset. Is there a solution for this problem?

-Killpoints	                  Sometimes, during the making of this level, there are occuring points in the level which should not be crossed,
		because it kills you instantly. I cure such points through recompile the level. It`s easy to repair, but just an 
		annoying thing, maybe someone knows something about this.

-Leaks		Is there an easy way to prevent leaks in the level. I know there couldn`t be thinks like leaks, becouse the level is
		surrounded by matter, but sometimes you have planes which didn`t refresh the screen, if something moves 
		between your viewpoint and the plane. In the editor you can look through this planes into the void of the editor.
		Sometimes I can repair such places by dividing the zone into two, but this method reaches very fast it limits.
		Another way is to prevent brushes which have two or more edges which come togehter in a very small angle. 
		I think the mathematics of the game has problems with such geometrics.

-Lighteffects	Is there a way to slow or increase the speed or repeating of lighteffects. I have the problem that the rotorlight hasn`t 		the same speed as the rotorsound or the fan itself. You can see this in the mainbases.

-Effects		Is there a way to trigger every effect, from the effectmenue. Or are there only some of them triggerable? And if they
		are triggerable, how can I force them to be repeatable every time the trigger is triggered? Btw, the triggeroption
		"trigger only once" doesnt mean anything in this case. I tried it on the chainexplosion, it works only once and the
		UT-Sparks never sparkling anytime, maybe in the next live :-( .

-Meshes:		How can I create and add my own meshes? Are there somewhere in the net libaries of new meshes for UT?

-Mover (1):	Is there a way to move a mover to more as 8 keypoints, or is this the absolut limit? The original idea was a
		rollercaster and a rollercaster with only 8 keypoints looks very ugly.

-Mover (2):	Is there a easy way to connect two movers together in a way, that they move first some ways divided and after they
		meet, they move together as one piece. The idea was a door which was opened by a second mover, which 
		represents a pushing or pulling log. So the log moves to the door, snaps in and opens the door.

-Mover (3)		Is there a way to create a door without using a trigger? The problem is, if you shooting near a shootable door it`s
		possible that you hiting the colissionradius of the trigger. First you didn't hit your enemy, he or she is save beyond
		the radius and second, if you use a Weapon with areaeffect, like Biorifle, Flagcannon, Rocketlauncher or (very nice)
		the Warheadlauncher, you are possible gibbed. So a solution which creates a colissionradius, which has the 
		same dimensions as the door would also be fine.

-Rain:		Is there a way to make rain in a level. I didn`t mean the way to let it rain outside a window, when you never can
		reach the outside, like in CTF-Dreary. I mean to walk through rain, to have a limited vision made by thick rain.
		You can generate a feeling of this by adding multiple planes of brushes with the raintexture, but this slows
		realy down. My idea for this is a texture which was projected on the view of the player. This means, as long as  
		he or she moves in a "rainzone" the player sees rain. But I didn`t know if this is possible without a mod. I don`t
		think so. Another method could be a volumetexture, which fills a nonsolid brush, but I think, something like this
		didn`t exist, too.

-Zones (1)	Is there a way to move zoneborders?

-Zones (2)	Is there a way to trigger zoneproperties?

Answers and comments please to christian.gran@villa-elise.de and to common UT-places in the net. I think the answers could be interesting for everybody. The netaddress is from a friend of me, he would contact me, so it could take time if you espect an answer.


Legal:
You are free to copy this level, if you copy both files. You are NOT allowed to commercially exploit this level, i.e. put it on a CD
or any other medium that is sold for money without my explicit permission!
In the same way it`s NOT allowed to advertise a commercial product through a free add-on of this level.
Any legal rights on words and on the original CTF5-Level, which where used in one of these files stay at the owner of this rights.
Authors may NOT use this level, or parts of it as a base to build additional levels.


Have a nice time
LogaN 5
