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=                          T  H  E     F   A   C   I   L   I   T   Y                           =
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Version.................: Build 100
Release Date............: 22/6 1999 (Yes...as a matter of fact, I forgot I had it until
                          yesterday, 6/7 1999 [that's July]!)
Filename and Size.......: DM-Facility.unr, 3,535,371 Bytes
Author..................: Tsorovan (Jon Frisk), Stargazer Productions
Email Address...........: annalena@ab-online.nu (temporary)
Web Page................: None.
Description.............: Tight, fast-paced Deathmatch in an industrial-looking, semi-SF sort-of
                          facility.

Where to Get This Level.: NaliCity; where else to look for levels?
Other Levels by Author..: None previously released. Coming soon (or late ;\ ): DM-Quietus
Additional Credits to...: WhaleNest Films; Erik Larsson, VerySoft Productions for lending me
                          his computer for a couple of rebuilds; the people on the MegaBoard
                          - nowadays GT Forums - to whom I am more or less known as the idiot
			  Paradigma; PlanetUnreal; Unreal Universe; Unreal Nation; NaliCity;
                          and of course Epic Games. Big thanks to Tim Sweeney - without whom this
                          level would not be released (it did not work) - for helping me out when
                          URender crashed upon loading the level.

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--- PLAY INFORMATION ---
Game....................: Unreal I v224+ (tested with 224v and 225f)
Single Player...........: No
Cooperative.............: No
Deathmatch..............: Yes
Dark Match..............: No
Optimised for Botmatch..: Yes
Optimised for Team Play.: No : The level is too small.
Difficulty Settings.....: No
Detail Settings.........: Yes : A skybox without transparency in Low Detail.
New Sound Effects.......: No
New Textures/Graphics...: No
New Skins...............: No
New Music...............: No
New Models..............: No
New UnrealScript........: No
External DLLs...........: No
Known Bugs..............: An elevator is not properly lighted probably due to a BSP problem. I
                          considered this a minor bug, and I do not want to track it down (I have
                          already tried, but found nothing then). See notes further down for known
                          problems.

----- CONSTRUCTION -----
Editor Used.............: UnrealEd Beta (versions 220 through 225f)
Base....................: Completely from scratch.
Construction Time.......: On and off for some months. Way too long... I also ran into some rather
                          unpleasant (and unprecedented) problems without which this level would
                          have been released months ago.


INSTALLATION
------------
Copy the .unr file to your 'Maps' directory. Or if you want to separate the original maps from
the user-made maps, you can do as I did:

1) Make a new directory named 'Levels', 'DMMaps' or whatever you see fit.
2) Move your user-made levels into said directory.
3) Open 'Unreal.ini'.
4) In the beginning of the file, after 'Paths...', write 'Paths=..\Xyz\*.unr'. You can even write 
   paths for the other Unreal files as well, just copy the above line and change the file 
   extension to '.umx', 'utx','uax','u' respectively. Thus you can contain everything pertaining 
   to the user-made maps in a separate directory. Very convenient. No more level-cluttering...


NOTES
-----

For the moment, I am level editing on a P166 MMX laptop with 48 MB RAM, so I can not really know
how well this level runs performance-wise. However, I am a avid user of semi-solids, so the node
count is minimised, while the level still has good level of detail, I hope. The maximum node
count in a single area is measured to 560, which is pretty much... but it is not much of a slow-
down, especially since it is a sniper place.

This level took an enormously stretch of time to complete, mainly due to my obsession with detail
(and the fact that I can not use the computer as much as I want to, my little brother is also
building levels, and it is not mine); the level consists of 768 brushes and 330 lights, which
could be less in my opinion. In the future I will look out for my detail-sprees, and more or less
subdue them whenever possible, without making the levels too sparsely detailed.

There is a door which can only be opened from one side (intentionally) and nevertheless the bots
try to walk through (from the wrong side). I have not found a way to eliminate this highly
annoying behaviour. If you see any slightly deranged bot walking and walking against a door - for
tenths of seconds! - , without it being opened, just ignore the bastard or put an end to the poor
wretch's misery.

Due to my (or rather, my mother's) slow computer, I could neither optimise the node count nor the
zoning, but I really hope the gameplay is satisfactory (satisfacility? :) ). I really cannot tell
how good this level runs, but I promise you I will buy a computer as soon as I can afford one, so
I can build levels in a more comfortable and effective way.

Please, e-mail me with your comments, may they be positive or negative. Most appreciated is of
course constructive criticism. Don't refrain from critisising this level, though; I would really
want to know if it's worth releasing my levels, knowing people will play them or not.


P.S.

The bots do not like this level, and if it seems obvious to you that I have pathnoded it badly,
feel free to improve upon it. If you are content with the result, please send me the file, and I
will upload it as a new version, and I will certainly give you credits for the job.

D.S


FILES
-----

DM-Facility.unr, DM-Facility.txt


COPYRIGHT ISSUES
----------------
This creation is copyright (c) 1999 Jon Frisk, Stargazer Productions.

*     Authors MAY use this level as a base to build additional levels, yet only if you have 
      the courtesy to inform the aforementioned author first, and give appropriate credit when 
      due, as the author has put down a lot of work in this project.
         You are NOT allowed to commercially exploit this level, i.e. put it on a CD-ROM or 
      any other electronic, optic or magnetic medium that is sold for money or other means of 
      payment without the author's explicit permission.

*     You MAY distribute this archive through any electronic network (Internet, FIDO, local BBS 
      etc.), provided you include this file and leave the archive intact.

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UNREAL (c) 1998-99 Epic Games, Inc. All Rights Reserved. Distributed by GT Interactive 
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.
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