================================================================
Title                    : Canyon Facility     
Version                  : 1.0
Release Date             : 8/18/99
Filename                 : DmCanyonFacility.zip
Author                   : Jesse Banet
Email Address            : jessebanet@bigfoot.com 
Description              : Unreal Deathmatch Level    
Where to get this map    : Nali City (www.planetunreal.com/nalicity)
                         : my homepage (www.bigfoot.com/~jessebanet)

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--- Play Information ---
Game                     : Unreal 
Level Name               : Canyon Facility
Single Player            : No
Cooperative              : No
Difficulty Settings      : No 
Deathmatch               : Yes (2-10 players)
Botmatch                 : Not very good (See "Author's Notes" below)
Dark Match               : No
New Sounds               : No
New Graphics             : Some Textures
Known bugs               : Nothing Serious

--- Construction ---
Editor(s) used           : UnrealEd Beta
Base                     : New level
Construction Time        : Now and then (over several months)



Installation
------------
Unzip the files.
Put DmCanyonFacility.unr into unreal/maps.
Put CanyonFacility.utx into unreal/textures.
   
Level Info
----------  
One fun thing in the level is the inside of the crashed
spacecraft.  The low gravity makes projectile weapons
act differently.  The BioRifle suddenly becomes long range
and grenades bounce around wildly.  This area was inspired
by the times when my friends and I would turn down the
gravity on QuakeTest Map 3 and have leaping rocket wars in
the large outside area.
   
Author's Notes
--------------
Features  : realistic looking water surface
          : fires are more 3D than most
          : door frames that don't block you
          
Problems  : some visual glitches (like most maps)
          : poor bot support
          
This is my first major map.  When I started this map in
about March, I spent a month or so to get it 90% done and
learned UnrealEd along the way. Then it just sat on my hard
drive, mostly untouched, for about two months.  So now I'm
finally finishing it and releasing it.

Overall, this map looks nice.  It doesn't have the visual
impact of some, but it does create an appealing terrestrial
environment.

I use a double-plane surface for the water to make it appear
more real.  Of course, the effectiveness of it depends
largely on the rendering setup that is used.  It looks
correct under the good ol' software renderer.  Depending on
the setup, hardware acceleration may look better or worse.

My fire also uses an extra plane.  It is traditional to put
two planes in a cross or three planes in a star and put
side-view fire textures on them.  This works well enough if
the fire is never seen from above or below, but in the case
that someone looks down on it, they can plainly see the
individual planes.  My fire uses two planes in
a cross plus a third that is perpendicular to the first two.
The first two planes are just like a traditional fire.  The
third plane is an "above" view that gives the fire volume
when seen from above or below.  After implementing this
myself, I noticed that some other maps also do this, but
the ones I saw did not look as good.

I make my door frames non-solid so that you won't get caught
on them as you walk through the doorway.  The "I'm stuck
behind this 3 inch door frame" problem has bugged me ever
since Quake1.

This map has one thing that does not make the Unreal engine
particularly happy.  It has a window between an under-water
area and above-water area.  Compiling the level is an
adventure.  Using the usual settings doesn't always do the
job.  However, for the most part, the glitches have been
removed and those left are not serious.

I consider the worst thing about this level to be the
bot support.  I'd like to fix this before releasing it, but
I want go ahead and get the map on the web before it ends up
setting idly on my system for another two months.  There are
some areas the bots never go and some areas they don't like to
leave.  I also don't have them using the lift and other
devices correctly yet.  I may fix this and release a better
version at a later time.  If anyone has suggestions on how
to make good bot support, especially about how to make them
use unusual map elements (like the anti-gravity ring in the
spaceship), send me e-mail.

Copyright / Permissions
-----------------------
This level is Copyright 1999 by Jesse Banet.
All rights reserved.

I grant you the right to non-commercially distribute this
map as long as the three files (DmCanyonFacility.unr,
CanyonFacility.utx, and DmCanyonFacility.txt) are all
distributed together, are all unaltered, and you do not
receive money for the distribution.

I prefer that you distribute the files in their original
zipped format.  If this is a problem then you can use some
other format, but this text file must be included such that
the receiver will both know of its presence and have easy
access to it.

If you wish to distribute these files in any way other than
those described above then you must first get my explicit
permission.

----------------------
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.
