Name: Scurge
Filename: DMScurge.unr
Author: Gary "GrimWar" Blauvelt
Email: megahero@javanet.com

Level Type: Deathmatch

Started : 6/6/98
Finished: 6/11/98
Release#: 2

Player Starts : 6
Coop Starts   : None
Bots Supported: Yes
Weapons       : All are availible. Will be shifted around
                on next release.

Comments      : This is my first 'true' attempt at a level.
                I'm still in my learning stage so bare with
                me.  So far there are no moving brushes,
                bot nodes, or zoning.  But this will all
                come on the next release of the level, 
                which will be a little bit bigger, but not
                too much bigger.  I'm releasing this build of
                the level to see what other people think.
                I still need to clean up some things.  So
                send me your comments, I'd love to hear some
                feedback!

Authors Notes: If you're gonna use this level as a basis
               for your own level, or modify it in any way,
               PLEASE drop me a note and/or give me some
               credit in your release. I ask not much, so
               be kind!

Known Bugs: Stairs to the rifle may have to be reshifted
	 	as you may get caught on them if you don't
		hit them or walk up them at an angle. 
		Wierd.

Release Notes: Release 2. 

	Well, this is the last release of this level by me.
All this was really was an attempt to create a viable, 
playable level that looked neat.  I didn't get to clean up
as I wanted with zones. Besides that, the level runs 
pretty efficiently as it is.
	This level was designed with small deathmatch play
in mind. I believe that a deathmatch level should not be
made to be a huge thing.  For one, I don't believe in 
large outdoor areas with intricate detail at every corner.
Just enough detail to get by and get the feeling across
for a level is all one needs.
	Futhermore, I didn't use movers or portals on this
level as I felt they weren't needed. I don't add something
to a level that doesn't need to be there.  Although some
of the rooms (like the big spike room) were created out
of boredome and were pretty uninspired.  But I think overall
I accomplished what I was aiming for.
	In my future levels I will include some tricks and
traps and even better detail.  But just don't expect to see
portals here, water there, etc etc, just expect smooth 
running well layed out death match levels. At some point
I will create an intricate single player map series, but
since I do have a job plus a programming project I am working
on, this may be a while.
	Until then, enjoy Scourge (Not really Scurge), and
look for my Warzone series of deathmatch levels which will
include 'Ruins', 'Fort Frag', and 'Cyborg Compound'.  The
last two were originally going to be Quake II levels, but
I find that Unreal levels have so much more to offer.

-GrimWar
