Title                  : Gordius Knot (Revision 6 - Final)
Filename               : CTF-GordiusR6.unr 
Author                 : Nate (Ravage) Scheidler of Clan Loose Cannon {LC}
Email Address          : blackdog@javanet.com
Description            : A CTF map that relies more on strategy and agility 
                         than brutality. Not designed for eye-candy, since
			 my primary interest was learning the editor and 
			 playing with little features. My next map will be
			 a little more pretty.... :)

Music Credits          : All music obtained from www.modarchive.com
			 Permission obtained as possible, since the author
                         contact information is all outdated.
			 organ.umx - Strange Attractor
		         bedown.umx - SUDS (www.djsuds.com)
			 whoomp.umx - Master Mixer (Galaxy BBS)
			 brainblast.umx - slaze
			 sexynite.umx - unknown artist
			 dominator.umx - Maelcum of KLF
			 16beatbounce.umx - unknown artist
			 
Additional Credits to  : - Epic for the level editor. 
			 - The unrealed sites at PlanetUnreal.com for the 
			   editing tutorials
			 - http://www.myunreal.com people for making me love 
			   the game and helping me edit
                         - Clan Loose Cannon for rocking the house
			 - Clan 950 for providing the cheese
			 - NyGrrrl for making me put cages in the disco
			 - The author of NaliAzure II... I swiped the text 
			   file formatting from him. :)
                         			 
=============================================================================			
--Level Play Information--

Philosophy	       : A good CTF map has to give all players an incentive
			 to leave the base. The best weapons, armor and other
			 powerups all need to be located away from the base.

			 Additionally, snipers should have their place... but
			 should never be given easy opportunity to rack up easy
			 kills by requiring the opposition to run back and 
			 forth via a single straight path.

			 A player making a fast break from the base should do
			 so at a penalty. In this case, little available health
			 and fast interceptions on the high road... and a long
		         way up on the low road.

			 A map should be simple enough for people to find the
			 flag and most weapons easily, but complex enough for
			 people with an interest in exploring to find nifty 
			 details as they keep poking around.

			 All of these were taken into account in designing this
			 map. Use the map features, watch your step, and enjoy
			 this twist on CTF play...

Game play	       : Taking the high road won't give you many weapons, but
			 it does give you a fast return to your base. Taking
			 the low road gives you more weapons, and also heavier
			 opposition. 

			 If you are tired of CTFing and want to take a break,
			 go exploring... there are lots of things to discover
			 and neat mini-games to play like putting the mini-skaarj
			 in the hammer pit and the ring slalom.


Bot intelligence       : I pathed this map out fairly well. The bots are not
			 too keen on using the TL where I want them too right
		 	 now, but that's minor. I think I have corrected their
			 ramp movements and eliminated their desire to crater 
			 themselves for fun. They make decent use of the gun
			 nests, and find the flag correctly. Pathing was 
			 deliberately avoided in some of the more hazardous
			 areas.


Known bugs             : Maybe a few visual glitches if viewing polys from
			 certain angles. I exhaustively tested this sucker on
			 my system, but still found a few minor flickers here
			 and there that I felt were too minor to worry about.
			 If corrections are necessary, they will occur in a 
			 later version.


One more note	       : This is not intended to be an eye candy level. This
			 map was designed for interesting play, not for visuals.


================================
Features	       : Your reward for spending the 3 minutes it takes to
			 read the text file...
			 - Gun nest blast doors open when approached, close
			   when you back up... good for avoiding rockets
			 - Spinning trap by the jumpboots
			 - Redeemer room teleports under tenderizers
			 - Health keg in a hole near the spinning trap
			 - Damage Amp, Invis hidden high above lava
			 - Music can be changed by walking into the numbered
			   alcoves at the top of the disco room. 


New in R2              : - Added a large mirror in the disco room. It is 
			   revealed when you shoot the electric box above it.
			   Shooting the box again conceals it.
			 - Changed music events so they only affect individual
			   activating the switch. Added 3 more tunes.
			 - Added a few other funky things to the disco.
			 - Moved teleporters and items in Gun Nests to help
			   prevent bot collisions
			 - Removed the center spinners and added tenderizers.
			   Boxed tenderizers in to improve video performance
			   and reduce the odds of a fast jumpboot escape.
			 - Added some TL nodes for the bots on the upper path
			   to aid in flag interceptions and attacks.
			 - Added alternate path nodes
			 - Added 4 pairs of jump boots in each base, 2 high
			   and 2 low. These boots have only 1 charge apiece,
			   so they need to be used sparingly. Adds some extra
			   strategic elements.
			 - Redeemer room now has teleports under the tenderizer
			   platforms. Try and spot them from the asbestos suit.
			 - Redeemer room no longer empties out directly next to 
			   base.
			 - Disco room is now accessed by swimming upwards in 
			   the redeemer room. Yes, upwards. You'll see what
			   I mean. ;)
			 - A few other brushes, paths and details added, a few
			   things taken away. Some adjustments made to reduce
			   the ability of the FC to hide in places where they 
			   would be hard to find or remove. 
			 - Bots use the gun nests more effectively
			 - Sniper stomper... jump on the yellow brick by the 
			   shield belt to drop the ceilings in the sniper nests.

New in R3		:- Eliminated disco ball lighting effect in disco
			 - Reduced jumpboots to 2 pairs per base... one high and
			   one low
			 - Fixed sexynite.umx
			 - Killed a few other disco FX to improve performance

New in R4		:- Added lift to top of the map near the shield belt. Its
			   very slow... so use at your own risk. If your team isn't
			   covering the lower and upper entrances VERY well, you'll 
			   probably get interecepted...
			 - Fixed the kill credit problem with the tenderizers
			 - 4x the count of mini skaarj in the disco. Reduced damage,
			   5xed the health to avoid early retirement.

New in R6	        :- 16 mini-skaarj
			 - HammerMosh pit, doors triggered by entering Hammer Cage
			 - reduced amplitude on Earthquake keypoint in Shake Cage
			 - Added High Dive room with ring slalom and slith pool
			 - Reduced tenderizer count by 4 to make it a more practical 
			   route
			 - Added external ceilings and walls to tenderizer area to  
			   create problems for FC so they are less likely to drop down
			 - Moved disco entrances to behind a small stack of crates in
			   each base. Requires a TL to get through the cracks to it.
			 - Removed disco entrance from redeemer room

No further revisions of Gordius will be made. If you aren't happy with it now, tough.


=============================================================================			
--Level Construction Information--
Editor(s) used         : UnrealEd Beta
Base                   : None.
Construction Time      : I have no idea. A lot. This is my first (completed) 
			 map, and was subject to a lot of additions and 
			 deletions as I learned my way around the level. 
			 It also served as a testing ground for effects I
			 learned about.

=============================================================================			
--Installing This Level--
1) Unzip the CTF-GordiusR6.unr (Hate you G33k! Hate you!) into your UNREALTOURNAMENT\MAPS directory
2) Unzip the .umx files into the UNREALTOURNAMENT\MUSIC directory
3) Play!

=============================================================================

--Copyright / Permissions--
This level is copyright "Black Ship Productions - 12/2000".

The music may or may not be copyrighted by the respective authors. I crossed
my fingers and hoped the authors would forgive me for airing some of their
cool stuff to the UT audience.

You are NOT allowed to commercially exploit these levels, i.e. put them on a
CD or any other electronic medium that is sold for money without my explicit
permission! Computer Magazines MAY include these levels on their cover CD's if
they keep the original files intact in this archive.

You MAY distribute these levels free of charge on any electronic network (such
as the internet, FIDO, various BBS's etc.), provided you include this file and
leave the zipped archive intact. All files in this zipped file should be
distributed with each other!!!

=============================================================================			
--Legal Information--
UNREAL (c)1998 Epic Megagames, Inc. All Rights Reserved. Distributed by
GT 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.
