Release Date: Friday, June 14, 2002

Title: CTF-Roadkill

Filename: cft-roadkill.zip

Version: Final 

Last Update: Thursday, May 30, 2002

Author: Chris 'Sett' Montrose

eMail Address: admin@sett.tv

Author's Homepage: http://Sett.tv

Credits: 
All the folks on the Tournament,Infogrames mapping boards
All at Chimeric coding board
And my love Michelle

Other Levels By Author: 
None


Game: Unreal Tournament

Level Name: CTF-Roadkill

Game Type: UT-CTF

Botmatch: Yes

Single Player: No

Teamplay: Yes

Difficulty Settings: Only For Bots

New Textures: Yes lots

New Sounds: No (the cars create there own ambient sound)

New Music: No (I've always turned my Music off)

Mods: oh Yes

Mutators: No

Construction Base: None! Original Map

Build Time: ah a about 5 months (hey it's my first!)

Recommended # of Players: 2-28

Editor(s) Used: 
UnrealEd2
Photoshop 5.5 
Fireworks 4

Known Bugs: 
Replication- the 'pathed' cars don't rotate properly in net play
and probably more stuff -email me if you find some.

Inventory
Weapons: 
Impact Hammer, Ripper, Sniper Rifle, Enforcer, Pulse Blaster,
Redeemer, ASMD Shock Rifle, Rocket Launcher

Armor and PowerUps: 
Translocator, Health Packs, Damage Amplifier, Armor, Keg O' Health,Invisiblity

Mods:
The cars! The cars!

Installation:
CTF-Roadkill.unr file goes into Maps/
RoadKill.utx and RoadKill2.utx files go into Textures/
RoadKill.u and RoadKIll_M.u files go into System/

Author's Notes:
Ya it's another Face rip. BUT then does Face have cool moving cars that kill?!? Aaaaand that
you can shoot the cars. Yes you can kill the cars! Please kill my cars! I worked a long time on that coding, here is the lowdown:

3 custom Actors:

 RoadkillCarFactory- Based on UT's ThingFactory it is the Actor that spawns the cars (CarShell05) it controls how many cars are spawned how fast they go and distance between them which is slightly randomized. It also maintains the number of cars on the map, so if a car dies it will spawn another.

 Carpoint- a way point for pathed cars (see below)

 CarShell05- Basically a Projectile that doesn't die after it hits you, like a car should! ;) The cars have accumulative damage so if you pump enough ammo into them they'll fly off the road* arc up then fall down and explode. They also spawn with a random mesh (car1 or car2) and a random skin (13 in all). And every time they enter a new zone they get a new random mesh and skin. So that way it always looks like a constant stream of traffic, rather that a looping pack of cars. This way they don't have to destroy() and reSpawn all the time which would have been a heavy tax on the engine. Pathing- this one was a bitch- but it works. Goes like this- when a CarShell05 is spawned it searches the map for all Carpoints that match the Tag of the RoadkillCarFactory that spawned it. It heads for the first point then the second etc ...when it reaches the last point it jumps back to RoadkillCarFactory pos. and starts again with a new Mesh and skin. Also it tells the RoadkillCarFactory -'I'm dead make more cars'.
*(yes I know the cars in UT fly but in this part of the city is a 'No fly zone' ok?)

Also I attached all the RoadkillCarFactorys on the lower level to a mover that sways back and forth, so the cars are in a random position within the lane.

If the level looks monotone-ish that's intentional.
If you look across map while standing on the second level the ramps block your view of the other second level this is also intentional.

The interiors could have been better. 

If you use my map on your server LET ME KNOW! email me. bots are one thing, but I wanna see this map played with pro online gamers!
 

Copyright / Permissions
This level is copyright by Chris 'Sett' Montrose 2002.
*You may NOT add advertisements to the map when used in net play*

Authors may NOT use this level as a base to build additional levels without explicit permission from the Original Author.

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.