----------------------------------------------------- Level Summary ----------------------------------------------------- Title : War Zone Level Name : BR-WarZone Filename : BR-WarZone.ut2 Version : 1.0h Release Date : Author : Blitz Email Address : blitzthethief@delta-quadrant.net Web Site : None yet (sorry) ----------------------------------------------------- Installation ----------------------------------------------------- Copy the .ut2 file to your \Maps directory. ----------------------------------------------------- Level Details ----------------------------------------------------- Game : Unreal Tournament 2003 Type : Bombing Run Recommended Players : 8-16 Mods : Scripting as noted below. Description : Liandri thought it had found the perfect tournament site...until a war broke out! Who would have thought the perfect field could get even better? Watch out for land mines and falling bombs. And don't forget to watch out for your enemies! Known Bugs : Construction Time : 3 weeks (so far) Editor Used : UnrealEd 3.0 Base Level : None ----------------------------------------------------- Acknowledgements ----------------------------------------------------- Thanks to MortalPlague, Scourgem, iamthewebguy (-=JUDGE=-) and all the people over at Unreal Playground (www.unrealplayground.com) for all the helpful feedback during the beta process! Much of what you see on the map was based on suggestions or ideas that sprang from chatting with these folks. ----------------------------------------------------- Author's Notes ----------------------------------------------------- The design/flow of this map is one that works because of this unique game type. The bases are mirrored over one axis instead of two, as is the case in most mirror style CTF maps. The two gates are on the same side of the map, while the bomb spawns on the opposite side. The terrain is tiered to allow play to progress gradually up to the top level so that the entire map is used as teams exchange possession. I did this because I feel this plays well for bombing run. This placement would probably not work well as a CTF map, because the game would lack that initial sprint to the lower tier of the map. Additionally, the tight route between the two gates means that if possession keeps changing, the game is less likely to arrive at an impasse, as someone will eventually take advantage of the shortened field and manage a score. ----------------------------------------------------- Scripting Notes ----------------------------------------------------- This level contains many custom scripts. Most notably, the MineVolume is a type of PhysicsVolume that causes players to explode the moment the step into it. I did this as a volume rather than a simple trigger because I wanted to be able to cover large or odd shaped areas, and volumes seemed more flexible. My original ideas did not work out for this particular map, but the volumes remain. I also created some triggers for creating special effects. Two are timed triggers that will go off at random intervals. The TimedTrigger Object is specifically designed to work with trigger lights. I also allow attaching a sound, which will then cause the light to stay on for exactly the same duration as the sound. I use this to create the illusion of distant gunfire to go along with my war zone theme. The other is purly for triggering a group of sounds one at a time. The order can be either sequential or random. This is a useful alternative to emitters, which handle intervals separately for each sound. For simple projectile spawning, my ProjectileTrigger can be used. I have tested it with simple rockets, flak shells and redeemer blasts, though I am only using it for rockets on this map. Finally, I have added a custom mover called "BomberMover" to control my bombers. This basically adds a Bomber state to the mover object which acts like a non-oscillating constant mover, but with the ability to pause between runs. The flight sound and bombing action of the bomber is controlled by a series of custom triggers called "FlightPath". These are very specific to my needs for the bombers, and probably not very useful in other levels. The following objects make up the bombs: Bomb, BombChunk, DamTypeBomb, DamTypeBombChunk, BombDrop. Please feel free to use any of these custom objects in your own maps, with the following restrictions: 1. Please leave my name in the comments of the script. 2. If you make changes, please list them in the comments along with your name. ----------------------------------------------------- Copyright, permissions ----------------------------------------------------- Copyright ©2002 by Blitz. All rights reserved. Authors may NOT use this level as a base to build additional levels without my expressed, written permission. You are NOT authorized to distribute this level EXCEPT in its original, unmodified form with THIS file attached in its original, unmodified form. You are NOT authorized to charge fees for the sale, use or distribution of this level without my expressed, written permission. This includes, but is not limited to, compilation CD's, disks or software bundles. -------- Unreal Tournament 2003 © 2002 Epic Games, Inc. Raleigh, N.C. USA. Unreal and the Unreal logo are registered trademarks of Epic Games, Inc. ALL RIGHTS RESERVED. All other trademarks and trade names are the property of their respective owners. Unreal Tournament 2003 was created by Digital Extremes. Manufactured and marketed by Infogrames, Inc., New York, New York, under license from Epic Games, Inc.