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Title           : Project Xenome : First Day
Release Date    : Early 2010
Author          : Jarrod Burgess (Jazzyb) 
Email Address   : jarrodburgess@yahoo.co.uk
Web page        : None so far...
Description     : UT single player

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Requirements
------------

Fully patched Unreal Tournament 99

OldSkoolAmp (included)

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Storyline:

This is the first installment of three that are planned.
 
Your an ex-marine who finds work on a Liandri mining outpost on the edge of terran space.
Alls well for your first day until a catastrophic disturbance knocks you out cold for some time.
You awake to find everyone is either dead or escaping. What do you do?

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--Construction--

Editor used: 	UnrealEd

Known bugs: 	1 : At the end of the first level you team up with two marines who are escorting you
		to the next level. On entering the map the marines follow you until the first 
		door and then the game crashes. I sorted this by having the marines join you
		at the exit to the outside in the second map.

		2 : In the sour water plant there is a dead zone where the player will die suddenly
		This occurs if the player runs on the guard rail when encountering a Skaarj Lord at 
		the bottom of multiple pipe jumps down near the end of the level. Please save at this point!
		
		3 : There is a dead zone in the 'disposal'level just as you enter the main door to 
		the underground skaarj base. It is a small area to the left just inside the door.
		No matter how many times i rebuild it still persists. Please be aware and save at the scripted
		scene if you remember!
		
		I'm not sure of any more faults.

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--General info--

The first pack 'Project Xenome' was in hindsight a mismatch of maps that were linked together
to form a pack with a vague story to tell. This pack has imho has re-balanced the maps to form three distinct
scenarios for each edition. I have also included some form of scipted scenes as they were non existant in the first
pack. I can only opologize whole heartedly for the blatant use of others work as at the time i was playing Xidia and 7B
and noticed that 7B used elements from others work. This however does not take away the fact that permission was granted
to the authors for their use in which i failed to do because of naivity.
This pack redressess that problem and permission was granted by various authors (when contacted) for the use of meshes,
textures, music etc.
The levels are somewhat large with a tight feel for the most part, this was achieved because of their location and setting.
Some players might not like the claustophobic feel rather than the usual 'Unreal' look and environments. This will i hope
not put them off playing the later editions as they will be more open especially the second pack i have envisioned.
I have done my best to produce this pack under long hours to give people a bit of a blast and i feel i have done ok
for the most part..........please enjoy!

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Map by map synopsis

Intro 

The short intro was actually the last map i created from the original mappack and as such has hardly been re-touched
build wise. All that was changed was some door textures. It is meant to give a very brief introduction to who you are and
where your currently stationed.

Map 1 - First Day

I imagined a scenario where the player would awaken after a pair of hours following a base wide incident that will prove
to be much wider in scope as the player migrated through the levels. This is where the player recieves their first weapon
and realises the base is infested. It is basically a walk through various halls and rooms trying to find a way out.
I decided against a voice over ONP/7B type of thing as then the player could recall various messages through the translator
at will rather then listen to me rabbit on on crackly speakers.
The level has been expanded on with an outside Admin type of area that replaces the original full Admin level from the
first pack, also the messages via laptops in the offices gives a more detailed overview of the main protaganists and
characters and a very brief description of what they were up to. The level is roughly 1 1/2 times the size of the original.

map 2 - Lines of Communication

This is quite a substatial level from the outset and is one of only two maps that were built from scatch,
it involves mainly to get to a comms tower and restart the base's comms network to signal an sos.
Two ONP friendly bots help you at the start, although these bots have shite AI i thought
to leave them in as their role as helpers will give the player a sense of a military presence (friendly) that are in constant
combat with the Skaarj throughout the levels (much to Jetv435's disdain as he does'nt like them much because of the AI).
I will use them sparingly in future.
This was also a perfect oppertunity to try out a cave system as that is my weakest point build wise. What i produced i was
happy with. I mainly used tesselated cubes and revolved brushes to map out its interior.

map 3 - Oppressive metal

This map has been expanded upon by a good 50% and involves a machinery type of level that was modelled after where i work
in real life. Lots of pipes, ducting, walkways and dark corners, in fact all levels from here are modelled this way to
account for its setting of a terran semi-underground structure that is mining and processing Tarydium ore for fuel.
Creatures, ammo, health and secret spots have been placed where it is advantagous for the player to explore as much
as possible. Correct filtering is also evident for all levels of difficulty including ammo and health.

map 4 - Static

This map is on the original pack and has been retouched and slightly modified with lighting, filtering etc. It mainly
has a different ending build wise.

map 5 - Sour Water

This level is now twice as large as its original with scripted scenes and a few puzzles. It also features an outside area
where you fight alongside marine bots against the Skaarj. Unfortunatly the bot are shite so leave them in the outdoor area
when you move on otherwise they'll just get stuck as usual.

map 6 - Proccessing

Those of you who played this level will remember it was a large outdoor map with titans and a processing plant you eventually
wonder into...It has changed considerably, mainly with the use of movers and triggers.

map 7 - planning

I couldnt figure a name for this level so i came up with 'planning' as it is where the player recieves orders about what
to do from marine command. Its previous name was 'Wecome to site B' and was far into the original mappack.
The feel of the level made it ideal to bring it in-line with this part of the pack that i rebuilt.

map 8 - Disposal

This is a large level and has been expanded upon greatly from the previous version (some people might remember). It contains
the actual goal of the whole mappack (no .... i'm not telling you)!

map 9 - To the Surface

Basically an escape to the surface of the planet once the goal has been completed to face a very pissed Skaarj attack force
This level was built from scratch to finish off the first edition of the pack. It ends with a credits screen for those
i thanked for its creation.

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Build Time: 6 months ish

System on which tested: 	3.0GHZ Athlon,
				G-force 8
				1 G Ram

Installation
------------

Double click the UMOD file and follow the onscreen instructions.

To begin: Start up Unreal Tournament, enable OldSkoolAmp , select start new game, look for 'Project Xenome - First Day'



Important Info - The translator messages are important for finishing the levels 
--------------   (READ THEM!!!)
		- The mod uses the ONP gametype so therefore ONP rules apply.	        		 

If you really get stuck you can email me.

Credits
-------

The follwing are games and mods that Inspired me to make my own mod

Unreal
Unreal II
Half Life
Doom series
Red Faction
Operation Na-Pali
7 Bullets

The following are Individuals and/or Organisations i wish to thank for permission
for the use of files that are used in this or future mods to do with the Project Xenome series (in no particular order)!

Jetv435 - Beta
Toxeen - Music
GTD-Carthage - Textures (Zephon)
Lightning Hunter - Mappack/Advice
Raven - Mappack/Advice
Mr Prophet - Various meshes and textures from Xidia and 7B/Advice (Team Nemisis leader)
Zythetic - Music
David Munnich - ONP base/textures/meshes (Team Vortex leader)

The following were individuals/organisations that were not/could not be contacted for
various reasons such as broken e-mail etc.

michael neill - skins
Kapruch - skins
Hourences - textures
The Skrilla - Spatial fear mod
Liquid Element - Spatial Fear mod
Mychaeel - Meshmaker
uSAAr - code

Everyone at UnrealSP for their patience and for giving me a second chance

UnrealSP for hosting the pack

Various third party files that were downloaded freely for non commercial use from the internet for sounds/textures etc

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If anyone feels that their name should be included in this readme then please feel free 
contact me for ammendments as i may have missed you out by mistake.Likewise if anyone wishes 
me to include any more relevent information then sent me an e-mail.

You may not include or distribute this mod in any sort of commercial or non-comercial
product without permission from the author. You may not mass distribute this level
via any non-electronic means, including but not limited to compact disks, and floppy disks.
You may not modify and release these maps in any means without MY permision. 

You MAY distribute this file through any electronic network (internet,
local BBS etc.), provided you include this file and leave the 
zip archive intact.

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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.
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