11/16/00
================================================================
Title  		: Vegetus's Spaceship    
Filename	: CTF-VShip.unr
Game 		: Unreal Tournament - CTF
Map File Path   : unrealtournament\maps\CTF-VShip.unr

Author		: Glen 'Vegetus' Young
Email Address	: vegetus@dbzmail.com
Home Page	: http://www.geocities.com/dbz_final_flash/
Description	: Basically, a UT map where you're on a spaceship
		  careening through outer space, and you fight each 
		  other.

Thanks to    	: Epic Games      -   For creating a great game that
				      seems to be an incredible success.
		  Unrealed	  -   (The Website!) Having many 
				      helpful tutorials about map 
				      creation.
		  Unrealized	  -   Also having many great tutorials.
		  Captain Tarin	  -   Playtesting, support, story, whining,
				      complaining about lag, his computer,
				      and basically the quality of human
				      life. Thanks!

================================================================
* Play Information *

Single Player       : Nope.
Deathmatch          : No.
Domination	    : Nopers.
Assault		    : Sorry, Charlie.
Capture the Flag    : You got it!!
Difficulty Settings : None
New Sounds          : Nadda.
New Graphics        : Nuh-uh.
New Music           : Nope.
================================================================
* Construction *

Base                    : Scratch
Editor(s) used          : UnrealEd 1.0/2.0
Known Bugs              : Nothing really that I've encountered. The bots 
			  usually don't use the elevator to the Redeemer, 
			  unless by accident, chasing a flag-carrier there, 
			  or for no obvious reason. They teleport correctly 
			  back, though, so I guess it's not high on their 
			  priorities to use. Also, the Double Enforcer thing
			  doesn't work unless you are currently equiping a
			  normal Enforcer.                       
Build Time		: 1.5 Months
Compile Time            : 16 seconds on PIII 800 (Suck on that, Q2!:)
Texture directories used: GenIn, ShaneSky, SpaceFX, Starship, XbpFX
Custom texture used	: None
Music			: Organic.umx
Weapons			: BioRifle	   x 4
			  Ripper	   x 2
			  Shock Rifle	   x 2
			  PulseGun	   x 2
			  Double Enforcers x 2
			  Minigun	   x 2
			  Rocket Launcher  x 2
			  Flak Cannon	   x 1
			  Redeemer	   x 1
			  
Ammo			: BioAmmo	   x 8
			  RazorAmmo	   x 4
			  ShockCore	   x 4
			  PulseAmmo	   x 4
			  Clip		   x 4
			  MiniAmmo	   x 4
			  Rocketpack	   x 4
			  FlakBox	   x 2

Items			: MedBox 	x 12
			  ThighPads	x 4
			  BodyArmor	x 2

Navigation Points	: PlayerStart   x 26 (13 a team)
			  DefensePoint  x 10 (5 a team)

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

-------------------------------*CREATION*---------------------------------

	Well, this is my first attempt at making a map. I started out with a
small room that was circular-shaped. I was messing around with the 2d Shape 
Editor when I got a neat donut-shape. I slapped some PlayerStarts down and 
started playing some Deathmatch in it with some bots! It was entertaining, 
for like 5 minutes. I messed around a lot with that room, including making 
the interior area full of mirrors for a laggy and strange effect. I changed 
that room later, and it is now the main base for each team.

	I then thought how neat it would be to create a CTF map. I copied and
rotated the original base and connected it with the large circular room, which
is the main room. I tried finding a way for it to look dark, yet still light 
enough to see. So I stuck some lights up at the top, and later added fog.

	After that, I basically went crazy with passages and alternate pathways.
The basement was added directly beneath the main area, and I remembered that I 
had a huge pillar in that area. I had added a mover and a transparent window to 
see it all.

	I used to have a Sniper Rifle in the level, but it became incredibly 
unbalancing against the Bots (and I imagine people) if you're a Sniper freak. 
Personally, I love Snipers. They're my favorite weapon. But I made the choice, 
and it makes it much more entertaining without them. By far the hardest part of 
creating this map, though, was the Pathfinding for the bots! It had to take at 
least half of the time I've been working on this in just placing path nodes, 
defense points, and testing them out. I'm pretty sure the Bots work very well 
with getting around now.

--------------------------------*STORY*-------------------------------------

	The year is 2020, the L.E.S. Draconis, under the command of Captain Tarin,
left from Earth to plan the first colony on Mars. All's going to schedule until...

*BUM BUM BUM!!!*

	The terrorist organization known as STORM, Strategic Terrorism Operations 
Resistance Movement, had planted several of their members among the crew. They also 
managed to sneak aboard a high-powered explosive device designated as the 'Redeemer' 
and hid it in a secret control area. They had a large cache of weapons, as well. 
They waited until the Draconis was outside the bounds of explored space to strike.

	Only minutes away from the Mars landing, STORM struck. They detonated some 
explosives near the ship's main drives. However, their operative was sloppy. It didn't 
destroy either of the drives as expected. However, it threw the interial dampners for 
a loop, causing the ship the start careening through space at high speed. 

	STORM took up their stockpiled weapons and attempted to take over Engineering, 
so that they could finish the job and destroy the reactor. Security has been alerted, 
and is coming down with as many people as they have to spare. There are uprisings all 
over the ship, so they can only send down around 6 crew members.

	Choose: Either side with Ship's Security, in blue uniforms, or STORM in the 
red uniforms. Blue has been traditionally associated with police, while STORM choose 
red as an act of defiance. Your intervention may decide the fate of the ship. 

Good luck, Soldier!

--------------------------------*OVERALL*----------------------------------

I'm pretty confident in my map. It looks much better than I ever thought it would be. 
I love the game engine, the editor, the ability to edit about every aspect of gameplay, 
compiling time, mutators, and all that good stuff. Much easier to make a nice looking 
map in UT, than in Q2!

Thanks a bunch, Epic Games!