--------------------------------------------------------------
 CTF-FNB-OrionsRevenge
 by Rob 'FraGnBraG' Burns
 ReadMe File for Unreal Tournament
 Release Date: September 17, 2005
--------------------------------------------------------------
TITLE:          CTF-FNB-OrionsRevenge
Filename:       CTF-FNB-OrionsRevenge.zip
Version:        1.00 FINAL
Player load:    8 to 12 players (Recommended 10 Masterful+)
Last Update:    September 17, 2005
Author:         Rob 'FraGnBraG' Burns

INTENDED UT RENDERING DRIVER : OpenGL (UTGLR28) D3D mode was NOT tested.

INTENDED UT BRIGHTNESS SETTING : 5/10 (Press the "F11" key when in-game).

eMail Address: fragnbrag@gmail.com

--------------------------------------------------------------
 DESCRIPTION:
--------------------------------------------------------------
Location:

Section-22 - Auxilliary Control and Communication Center, 
DELTA-144 Terrestrial Fuel Processing and Storage Facility  
Operator: PlasmaCorp Processing Ltd., a subsidiary of Liandri Corp.

Situation:

Friday Sep 16, 6:00 pm EST - DELTA labour union members are busy 
preparing for the weekly friday night ritual - a no-holds barred Unreal 
Tournament Capture the Flag match against the plant management team. 
Dubbed as "Frag Fridays", the union has a team of rough and ready 
refinery blokes (blue) all pumped up and ready to duke it out with 
a nasty bunch of shift supervisors (red). 

Years of research by the brain-trust of Liandri Corporation showed that 
by having a weekly UT match between plant workers and their bosses proved 
to be beneficial to maintaining good labour relations and a healthy and safe 
work environment (by giving employees a way to blow off steam and relieve 
the stress of grueling production schedules. 

Just when the match is about to start, an alarm sounds in the facility !!!
An emergency broadcast transmission is being received via the sub-space 
communication relay channel...!  Turns out the transmission originated from 
far distant Orion Station, a remote earth outpost at the edge of known space.  
This type of transmission could only mean one thing -- Orion Station is under 
attack from some hostile alien force !!! 

Due to severe lag caused by magneto-gravimetric temporal variance in the 
sub-space communication uplink, the video images in the transmission were received 
in one single burst and are displayed on all of the plants control system monitors 
simultaneously :) 

After viewing all the images, it appears as though Orion Station is in big trouble! 
Hopefully, by now earth military starships have been dispatched to assist Orion Station 
in enough time to save the outpost... what happens next will only be known when the 
next transmission is recieved ...

In the mean time, there's a CTF match to play ;)

Hope you all enjoy this map
fnb

--------------------------------------------------------------
 AUTHOR NOTES:
--------------------------------------------------------------

AS-OrionsCurse was developed starting in December 2003 for an Assault contest, the 
original Orions Curse was to be a UT assault map of enormous proportions. Planned to 
have 8 major objectives, dividded into 3 or 4 sub-objectives each section, i quickly 
learned it could not be made as one map in UT99. 

So I ended up spliting the project into three maps. All 3 parts were base-mapped and 
a pilot end-sequence created. Having created close to 12,000 brushes in the project
altogether, I eventually got the first map together and went to BETA-1 in the time 
preceeding CTC2 (around November 2004). What I found out from that process was I knew
didly-squat about assault design!!!! Whot a noooob! Anyways, the map was ok, but really
spammy in spots and i learned quite a lot about what assault players want in a map
and OC was not it!!! Wayyy to many pickups and auto cannons for one thing ...

So part-1 was modified for a BETA-2 in Dec 2004, and this map was probably a bit better 
for players as a simplification of the original but to me, sadly, far less grand a map
to the point of disappointment. So I two different part-1 maps, a somewhat ruined 
original vision of the project, and true assault players likely will not play either 
of them anyways... :/ 

Since AS-OrionsCurse Part-1 exists now (in two versions) i may release one or the 
other sometime in the future -- hell maybe even next week, LOL! Ok, maybe not - i'll 
have to deal with the UT99 question eventually - just dunno right now .

Ok, in order to simplify the project, i merged the Part-2 and Part-3 maps by cutting 
out sections and now have just one Part-2 map, which contains the original 
end-sequence pilot.

If i do release one of the Part-1 maps, I will be obliged to finish and release part-2 
as well (otherwise opart-1 makes no sense), and to me this would be a lot of work and 
time, which i have very little of :( 

These days methinks just doing it all in UED3 would be a better option for assault -
and the maps would look so much better for sure - so i'm currently stuck in the mud as 
to what to do about Orions Curse :/ 

Anyways, this Orions Revenge map was made from a discarded section of the original 
Part-2 Orions Curse assault map - modified for CTF of course, and the ShockSystem 
textures were added in for the new map as well ...


Note that everything in the map is a decision i made, everything done or not done 
(as the case may be) has a reason :D  For example, there are no HSD surfaces used 
-- that's a performance consideration... 

I should also note that the original AS map where this section came from had much more 
detail brushing, a lot of which was removed in the CTF to save polys and cure some nasty 
HOMs etc... for example, there used to be railings and struts everywhere ... 
oh well, too bad about the low-detail of the map - in this case gaining more Frame Rate 
always dictated scene composition...

Have fun!
Happy Fragging :)

--------------------------------------------------------------
 CREDITS:
--------------------------------------------------------------
Special Thanks go to:

- Those folks at UnrealPlayground who gave me feedback on the BETA map
during April/May 2005: ThunderStrike, TexasGTar, Professor, COBRA, 
and Uncle_BOB  (and anyone else i forgot to mention :)

- 1HS-Howard Stern, kaMi, IronBlayde (and myself, heh) for the 
  ut2k3/Ut2k4 textures.

- Special thanks to the author of NPResurect.umx. 
  Since composer "toxeen" (http://www.toxeen.de) is indicated in the module, 
  I assume he is the author -- I am using this music without official 
  permission from the author since it is already used by other mappers who 
  had no direct permission or direct credit other than stating the music track 
  is from "Operation NaPali". 
  I could not find this track listed as free to use anywhere in my search
  nor could i find this track on toxeens website ... it's a great track
  that fits this map so i use it with the assumption it ok to use as is :)
  If the author of the track wishes me to remove it, etc, email me at 
  fragnbrag@gmail.com and i will promptly replace the track with something 
  else ...

- MyLevel contains all custom textures used. This has been done for obvious reasons
  and ALSO includes a selection of textures from ShockSystems packages SSMetal, SSFuture,
  SSColdSteel, and also versions of some of these SS textures i modified as well.
  Original FNB content, modified or composited textures are indicated by "rb" or
  "fnb" in the textures name ... Any "FNB" textures are free for use by anyone 
  as long as proper credit is given.

- Also in MyLevel are "storyboard" shots of the first map of the AS-OrionsCurse series.

--------------------------------------------------------------
 Play Information
--------------------------------------------------------------
Game: Unreal Tournament
Level Name: CTF-FNB-OrionsRevenge
Game Type: UTCTF
Botmatch: Yes
Single Player: No
Teamplay: Yes
Difficulty Settings: Only For Bots
New Textures: Yup, lots
New Sounds: No
New Music: yes, NPResurect
Mods: No
Mutators: No

# of Players: 8-12.

I tested it with up to 16 players and it worked ok (spammy as hell, LOL!) 
I recommend 10 INHUMAN or GODLIKE bots is best. Remember that even bad CTF players 
are better than masterful BOTS so inhuman or godlike settings make things more 
challenging if you want a good match.

Overall match FR was 60-80 range on my 1.8G-P4/9800pro 1024x768 using OpenGL.
I experienced NO LAG ANYWHERE in this map. If you have a P4 or better and you get 
lag then you have something wrong with your PC, UT or video setups.

It should work ok on P3's as well, but i did not spend a lot of time testing the map 
on my older system - There's nothing too crazy in the map except a few semi-complex 
zones so it might slow down a bit in spots (like the lower middle area) for you but 
otherwise should run 30-40 fps range for a game with around 10 bots ...



Relics are fun too!
Enjoy!

--------------------------------------------------------------
 Inventory
--------------------------------------------------------------
----------------------
Weapons:
----------------------
more than plenty for 8-12 players ...

one Redeemer...
**** NO ESR *****

----------------------
 Armor and PowerUps:
----------------------
enough for 8-12 (or more) players ...

2 Damage Amplifiers
2 Kegs
1 Shield Belts

No Invisibility in this map

--------------------------------------------------------------
 Construction
--------------------------------------------------------------
Base: Original Map

Build Time: ROFLMAO - i have no idea =P

Editor(s) Used: UnrealEd2, PaintShop Pro 7, 8, PhotoShop 6

--------------------------------------------------------------
 Mods
--------------------------------------------------------------
none ...

--------------------------------------------------------------
 Installation
--------------------------------------------------------------
Unzip the CTF-FNB-OrionsRevenge.zip file and place *.unr in your
Unreal Tournament/Maps directory, then either doubleclick on it,
or type 'open CTF-FNB-OrionsRevenge' in the console or select the Map
in  a Botmatch or an Internet game.

*.unr files go in Maps/
*.utx files go in Textures/
*.umx files go in Music/
*.uax files go in Sounds/
*.u and *.int files go in System/

--------------------------------------------------------------
 Additional files:
--------------------------------------------------------------
NPresurect.umx

--------------------------------------------------------------
 Known deficiencies:
--------------------------------------------------------------
- I MyLevel'd all the textures so the map has a huge filesize (almost
  27 megabytes !!!

- Maybe a bit too noisy in there, then again maybe it's too quiet - i
  dunno, i always play with the music cranked up ;)

- As always, the BOTs could have certainly been better... but as they
  are 5 vs 5 inhuman they fight hard, 6 vs 6 can be bordering on kaos, 7 vs 7 
  or more and its a SPAM-FEST!

- The map is a pretty hard layout for CTF bots but with people i see
  pure XLOC heaven ;) The bots do not go get the redeemer by themselves.
  Although it's properly pathed and the bots CAN get to the deemer, they 
  will only go up there if you do. So I didn't bother with trying to fix 
  that ... Bots are surprising !!! one UDam gets taken often, the other 
  less often (maybe not at all) I only know that one is being used for 
  sure cause it's easy to tell, lol!

- I personally hate a lot of the lighting and texturing in this map...
  even though a lot of it is custom... oh well 

--------------------------------------------------------------
 Other Levels By Author:
--------------------------------------------------------------

-------------------
 UT99 Levels:
-------------------

1. DM-FNB-RingOfStones
Ancient Alien world temple arena
(released January 2003 - UT99)

2. CTF-FNB-SpaceJunk
Tech - Huge orbital space com platform
(released August 2003 - UT99)

3. CTF-FNB-Rusty
Industrial - Big, gritty, rusty, wet, deadly
(released January 2004 - UT99)

4. CTF-FNB-Rusty][
Industrial - Improved version of "Rusty"
(released February 2004 - UT99)

5. DM-FNB-BarrelOfFun
Industrial - mechanized unreal FUN!
(released March 2004 - UT99)

6. CTF-FNB-SpacePods
Tech - starship CTF
(released April 2004 - UT99)

7. DM-CTC-DeadlyWorship
Gothic - Mideaval religious deathmatch
(released December 2004 - UT99 with CTC Vol.2 mappack )

8. CTF-FNB-HyperFrag
Tech - OMG another starship CTF
(released as CTF-FoT-HyperFrag with Swanky's
 FlagsOfTime mappack August 2005 - UT99)

----------------------
 UT2004 Levels:
----------------------

1. DM-1on1-Q2SuddenDeath
Tech/Industrial - fave old Q2 duelin' map
(released August 2004 - UT2004)

-----------------------
 Work-In-Progress:
-----------------------
OMG lots of UT99 projects and a few UT2004 maps on the go -
unfortunately i haven't opened ued3 for at least six or seven
months until two weeks ago ... 
hopefully will be finishing with UT99 maps soon so
i can get that ut2k4 ball rollin' for good :D

I did tried porting a few maps to ued3 but was looking like too much
work, so i think i'll just be making new 2k4 content in the coming 
months ...

-----------------------
 Web-site:
-----------------------
As of January 2005  I no longer have web-site hosting so
http://members.rogers.com/fragnbrag will be disappearing from
the internet after a two year life time :(

oh well, I'll be looking into new hosting sometime - till then i'll
be posting away at UP with any relevant news about my maps
etc :D

For a look at screenies and info of upcoming FraGnBraG
UT maps, view this thread in the UT BETA MAPS forum at Unreal
playground:
http://forums.unrealplayground.com/showthread.php?t=19689

All released FraGnBraG maps are available from:

Unreal Playground - http://www.unrealplayground.com/mapper.php?id=1014
NaliCity - http://nalicity.beyondunreal.com/view_author.php?aid=1908

Maps also available from MapRaider, Levels4You, and Insite!

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

=======================================
This level is copyright by Rob 'FraGnBraG' Burns 2003-2005.
Authors may NOT use this level as a base to build additional levels
without explicit permission from the Original Author (ME!!)
=======================================
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! You MAY distribute this level through any
electronic network (internet
(web/ftp), FIDO, local BBS etc.), provided you include this file and
leave the archive intact.

UNREAL (c)1998 Epic Megagames, Inc. All Rights Reserved. Distributed
by GT Interactive Software, Inc. under license. UNREAL and the UNREAL
logo are registered trademarks of Epic Megagames, Inc. All other
trademarks and trade names are properties of their respective owners.
UNREAL TOURNAMENT (c)1999 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.

This ReadMe is BASED ON THE Template generated by UTReadMeTemplate.cgi
created by FuzzBuster{G3} for NaliCity.

--------------------------------------------------------------
 COMMENTS AND SUGGESTIONS ARE ALWAYS WELCOME....
 HOPE YOU ENJOY THE MAP!
--------------------------------------------------------------
FNB, September 16, 2005

EOF
