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Title                	: The Silo
Filename             	: CTF-The_Silo.zip
Version              	: 6b - public release (March 17 2000)

Description          	: CTF map for Unreal Tournament
Author               	: Jay Tee
Email Address        	: jwtapper@aol.com

Credits to           	: Epic Games
			  Digital Extremes
			  GT Interactive
			  Nali City
			  Planet Unreal
			  id - credit where it's due
			  Unknown Soldier - worst band in the world at
			  members.aol.com/unkwnsoldr/bestof/unsol01.htm
			  All the level designers. Thanks. I want my life back!	
			  ==============================================================================

-=[ Play Information ]=-

Game			: Unreal Tournament
Map                     : CTF-The_Silo
Deathmatch              : No
Domination		: No
CTF			: Yes
Assault			: No
New Sounds              : No
New Graphics            : No
New Music		: No
Bot Support             : Yes
Pathnodes		: Manually created (i.e. not generated with 'paths build')

-=[ Construction ]=-

Base                    : New map from scratch, inspired by lava giant and facing 
			  worlds maps.
Build Time              : A few days. Many long hours getting the bot play sorted.

Known Bugs              : There may well be some texture misalignments if you have the
			  time and patience to find them.

Feature that is *not* a 
bug but that you might 
think is a bug the first 
time you encounter it	: The Temple of Pain (Trade some health for the big guns? It's
			  your call)

Disclaimer		: Map geometry is possibly way below optimal as I am still learning 
			  how all this stuff hangs together. This map runs fine at 1024x768 
			  on my 1 year-old P3-500 so hopefully you shouldn't have too many 
			  problems. Future maps will hopefully be a bit slicker!
						
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-=[ Description ]=-

What I wanted was a CTF map like Lava Giant or Facing Worlds, with *obvious* goals rather than some labyrinthine "where am I now?" level. So I stuck the flags on the outside of the two forts, facing each other in plain sight. The two bases are from the alternative schools of 'harsh techno geometry' (red base) and 'round turrets and retro staircases' (blue base). Rather than have two identical bases, this gives you the opportunity to play on either side for a slightly different experience. The three other areas of note are 'The Temple of Pain' where camping is definitely not an option, not with 5 health points per second being sucked from your carcass, 'The Pool of Healing', well, it's a pool with a health pack in it, and 'The Redeemer Silo' from whence we get the level name. I liked the idea of grabbing the redeemer in an underground location and being able to immediately launch it from either end of the silo tunnel to strike at the red or blue base.

I hope you like the bot support on this level. This map is *really* intended for bot play rather than just having an auto generated path tacked on as an afterthought. I wanted a bot-match that was FUN to play and I hope this is at least half way there. While testing it I have played it into the ground on every difficulty level and watched far too many bot matches as a spectator. I think it works ok, but you can judge for yourself. Please let me know if you spot problems with the bots, I'll try harder on my next map.

There *should* be no great advantage playing as a particular colour. It all depends on your own tactics and how you distribute your team. In other words, I have lost as both red and blue...

-=[ Vaguely Interesting Level Info ]=-

The red base 'outside bunker' is weighted as an optimum defense point deliberately to even out the base defence, as the red flag is slightly harder to reach than blue. Unless, of course, you have the translocator enabled...

There are 18 player-starts to eliminate start-up telefragging for anyone who wants to experiment with max players and also to give a bit of variety to start positions. Some are far more advantageous than others.

There is moderate bot translocator support, primarily for infiltrating the red base. There should be nothing (useful) that a human player can reach that a bot can't.

Someone should *please* document coronas and the settings for different colour lights. If they already have then I should look harder for it ;) All my light/corona settings knowledge was acquired by looking at other levels in Unrealed. Not the slickest way to figure it out.

I had real problems getting the bots to take the 'quickest' route from the enemy flag, i.e. jumping straight down. In the end I scrapped it and left them to their own devices as they seem to be able to get out of the bases quickly enough anyway. Suggestions would be much appreciated if anyone knows what I need to do to sort this out.

-=[ Forthcoming ]=-

More CTF maps as and when. Better architecture and the ongoing quest for the perfect bot-match.

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-=[ Copyright / Permissions / Distribution Information ]=-

You are allowed to distribute this level on a non-commercial base, for example
over the internet and any other medium that is free of charge. Magazine cover
mounted CDs are also fine IMHO as it saves me the download time. Others may disagree 
but then that's up to them. 
Please distribute only the whole zip file, i.e. including this txt file.