=======================================================================
Title                         :The Newbs' Revenge
Version                       :1.0
Release Date                  :3/30/05
Filename                      :CTF-NewbsRevenge
Author                        :Petrus
E-mail Address                :petrus@bmail.com.au
Description                   :Underground/indoor CTF map with underwater/above water areas, some z-axis, and (hopefully) 			       smart bots! ;)


Where to get                  : Nalicity
Other levels by author        : None - this is my first.
                              :
                              :
                        
Additional credits to         : DavidM's lighting tutorials. Hourences for being the general artistic deity that he is, and 					for emphasising the importance of trim in a tutorial. Steven Polge for creating the best 				damn AI I've ever seen in a game. You da man! ;)
 
				This level is dedicated also to "Mellburn" JonnyMellis, without whom it would not have been 					released. For a while I watched Mel continuing to release maps and slowly develop 				his abilities, despite the continuing stream of hostility and abuse he received from some 					quarters. It made me realise that even if I also wasn't so great as a mapper, Mel also being 					a beginner didn't stop him, even despite the amount people heaped shit on him for trying. So 					to everyone who's ever released a map which, because it didn't look like it was put together 					by somebody with an arts degree, got shot down in flames despite you having put months of 					work into it, this map's for you. (Hence the name)
 
				And again, thanks, Mel. You inspired me.

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---Play Information---
Game                          :Unreal Tournament
Level Name                    :The Newbs' Revenge
Single Player                 :Yes 
Cooperative                   :Yes
Death Match                   :no
CTF Match                     :Yes
Assault match                 :no
Domination match              :no
New Sounds                    :No
New Graphics                  :Yes (One Texture)
New Unreal Script             :No
External DLLs                 :No
Known Bugs                    :None

---Construction---
Editors used                  :UnrealED
Base                          :New Level
Construction time             :Probably a month or so, on and off. Most of that was playtesting the bots.

Installation
------------
	Simply copy the map to your UnrealTournament\Maps directory. 	Then, fire up UT and start 
	a practice session. The map should be in your map list.

Author's Notes
--------------
I've been tinkering in the editors of various gaming engines since Doom, but this is the first time I've ever released anything from scratch. I completely suck at architecture in particular, and will admit it quite cheerfully and openly. That said, I'm hoping that the arch here, although basic, isn't *too* bad. I thought the glass sliding doors turned out fairly well, too. My main interest in map editing is AI, which probably sounds weird considering that most people seem to hate pathing.

I finally got the bots working more or less the way I want them to. They probably still don't handle the water access points as well as I'd like, but they seem to about as well as they can. The AI doesn't seem to be able to handle underwater areas terribly well in general...I'm assuming that was one of the main reasons for the addition of the FlyingPathNode in UT 200X.
The use of lift exits improved things a lot, and I also needed to stop trying to give them the ability to get in and out at every concievable point. The AlternatePaths all seem to work well for the most part, and I was finally able to get the bots to use the underwater areas to a limited degree with (reasonably subtle) use of negative ExtraCost values in some of the underwater PathNodes. I also hope people don't consider the item placement underwater to be too much, but I had to put a fair amount of stuff down there in order to get the bots to go down there at all. I think they're now working in a fairly unpredictable/non-linear way...they don't seem to use one fixed path so much, and are able to change routes mid-way to some degree, which adds to realism a bit. Ideal player load definitely isn't more than 12. I tested with 16 bots, and the AI's performance degrades noticeably after 12...primarily because with more than that, individual bots generally don't live long enough to be able to do anything.



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

Authors can use this level as a base to build additional levels if you want, (Hell, I can't stop you ;)) but if you feel like it, email me and tell me what you're doing with it. If anyone can improve the AI using the underwater sections as well, that'd be great.

You ARE 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! I don't consider myself legally able to stop you doing this, 
since the game is copyrighted by Epic. Make sure you don't get into trouble
with them, though.

You MAY distribute this level through any electronic network (internet,
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.
