______________________________________________________________________ Unreal Tournament 2003 Map ______________________________________________________________________ Title :ElecFields133b Version :1.1 Size :14.7 MB Release Date :September 13, 2003 Filename :DM-ElecFields133b.ut2 This is another minor tweaks and bug fix revision. Changes include: - A few weapon pickups moved to old goal positions from center tower to be closer to player spawns. - Teleporters in old team bunkers now have standard appearance rather than being invisible as do those in the switch room ______________________________________________________________________ FAQ: "I'VE RUN INTO AN INVISIBLE BARRIER! We were not intended to get down on the large platforms - just try to in BR-DE-ElecFields - and some of the large static mesh set pieces are invisible from their backsides if you get under or behing them. The large ramp-like supports running on either side of the main tower and connecting the old goal towers and team bunker towers are the usual place you will experience this. Running outward from the center on the bridge between the platforms you may get stuck. Turn around and go all the way back and then over to the side. See what you were under. Keeping it in sight, now walk along the side of the bridge and you should reach your destination. ______________________________________________________________________ Title :ElecFields133a Version :1.1 Size :14.7 MB Release Date :September 7, 2003 Filename :DM-ElecFields133a.ut2 This is a minor tweaks and bug fix revision. Changes include: - Roof repair - it no longer rains inside of the new BSP structures. - A few "super power pills" have been placed in the map. I believe these are based on the mod by JaFO (http://jafo.mienadres.nl/). When you pick up one of these it maxes out your adrenaline and launches one of the combos (invisibility, beserk, regeneration ...) - Jumping down the smokestack is more likely to land you in lava. - New screenshots were added for the game browser. Formerly the ElecFieldsTextures.utx file contained the screenshots. That file is no longer required. The meshes and textures from the DE Bonus Pack continue to be required. - Bulldog pileups - the former version allowed 4 bulldogs from the one spawn point and that meant you could pile them 4 high. There are still 4 bulldogs allowed in the map, but now there are four spawns. If you get the "Too many cars" message, the car from that point is in use - try using another spawn point. ______________________________________________________________________ IMPORTANT FOR BULLDOG DRIVERS: Do not drive off of the "steel plate" onto the brown meshes. Your bulldog will fall through to oblivion and you will go with it if you don't quickly jump out. The bulldogs we are using are concept demonstrators and the code was not yet mature. Now and then you will be trapped in a bulldog and the space bar will not free you. When this happens, you will need to exit UT2003 all the way out to your desktop and restart to come back in. ______________________________________________________________________ Title :ElecFields133 Version :1.0 Size :13.9 MB Release Date :June 28, 2003 Filename :DM-ElecFields133.ut2 Author(s) :Original BR map (BR-ElecFields) by Juan Pancho 'XceptOne' Eekels, lead designer at Digital Extremes, early on, but did not ship in the retail package. :Revised BR map (BR-ElecFields130) was done by Yabi MoCheez and Go Yaffa. :Final BR version (BR-DE-ElecFields) was a part of the Digital Extremes Bonus Pack :This DM version evolved as an enjoyable UnrealEd learning experience by [F'R]t'bane Email Address :threadbane@vikingsword.com website :http://www.vikingsword.com/fr Where to get this map :from your UT2003 cache using a utility such as the UT2003 Cache Cleaner available from http://www.utcache.com/ut.asp Files :Too much cutting and pasting have made things a bit messy. To run this level you need: DM-ElecFields133.ut2 >>>in>>> Maps ElecFieldsTextures.utx >>>in>>> Textures DEBonusTextures.utx >>>in>>> Textures DEBonusMeshes.usx >>>in>>> StaticMeshes :If you are wanting to host this level, the needed compressed files for redirect are on the STNY public redirect server: RedirectToURL=http://ut2k3maps.gaming.stny.com/maps/ Known Bugs :Repeating this map immediately after it has been played will crash your UT2003 client. This problem does not seem to occur if play of another map or maps intervenes. :Unhealthy bots: Bots often drop over and die (have an 'aneurysm') when they start to sponge up the goodies in the 'pisa' tower and elsewhere. :Odd behavior in editor: If you go to further modify this map, expect BSP brushes not to add or subtract the location shown, but rather one rotated and sometimes offset from the brush position. Remarks :One of the very best examples of just how good the Unreal Engine can look has to be Juan Pancho 'XceptOne' Eekels' ElecFields. When I 'discovered' UT2003, the modified BR-ElecFields130 version was making the rounds on the servers. I'd regularly fall, get knocked or shot off of the towers onto the platforms far below (survivable only in low grav) and took forever to finally figure out how to get back up. A few times I took to wandering below and discovered just how vast the area was. I liked the ambiance of the heavier rain and reflecting puddle on the red side main ramp when the Digital Extremes bonus pack came out, but did not like that 'death' was certain if I went over the edge. Discovering the editor, a first good task seemed to be to put some health and weapons down where I was falling to in EF130. Then came an Ion Cannon, then a bulldog spawn, then steel planking, since I couldn't find any setting to keep the bulldogs from falling through the static meshes. Then came the 'pisa' sniper tower, then the garage at the far extreme, then the three ringed tower and lastly the realization that it didn't make much sense as a Bombing Run anymore. So down came the goals. I then stumbled upon the weather effect control and had to have the heavier rain and the reflecting puddle from the DE bonus pack version. Then I realized the bots were stupid because I was stupid, and I had to lay in AI and jump spots and jump pads for them. Finally the mutilated map kind of worked as a death match. Why 133? Well, I started with 130 and there were BR 131 and 132 in between. Copyright/ :ElecFields in all of its variations and derivatives obviously belongs to Juan Pancho 'XceptOne' Permissions Eekels, Digital Extremes and Epic Games, so enjoy, modify and use it in compliance with your Unreal Tournament 2003 license.