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NALI CANYON MAP SERIES FOR UNREAL
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ReadMe V2.0
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Title: Nali Canyon
Episode: Part Two
Base: New Level
Filename: NaliCanyon2.zip

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About the author:
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Author: Nicklas Teisner
Nick: DeluxScan
E-mail: deluxscan@nalicanyon.cjb.net
Editor used: UnrealEd
Nali Canyon web page: www.nalicanyon.cjb.net 

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Intro story:
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You were flying a rutine trip as a guard on Vortex Rikers. Setting a new course resulted in the craft being sucked by an unknown planet's gravitational pull down towards the planet surface. During the sucking process everything was chaos. You were thrown into the room containing the rescue shuttle - and seconds afterwards the wall collapsed behind you. Unable to join the others in the main ship, and with the countdown to impact in your ears, you decided to board the shuttle and hope for the best.
You're thoughts were with you colleagues and the prisoners as you were shot out into space. Unfortunately the engines on the shuttle were insufficient for escaping the gravitational pull and you whirled towards the surface once again. You were knocked unconscious and woke up a few hours later inside the damaged shuttle. Your shuttle had crash landed in a small canyon on an unknown planet.
As you peeked outside you saw an all new world. 
The shuttle's instruments were dead so you had no clue of were to find the rest of the Riker-crew - but they couldn't be far away. You grabbed you universal translator and the standard Dispersion Pistol, and jumped into the green water outside the craft...

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A few words from the author:
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This is the first map in a series of many. Each new map will bring new mysteries and secrets.
My plan is to let the player be a survivor of the Rikers and then follow him through his search for his crewmembers and, in the end, to the secret Nali Canyon.
As this map is only a small part of the entire adventure don't be disappointed if you think something is missing, it'll probably arrive in one of the later maps. There are fx. not that many monsters in the first map 'Nali Canyon Part One' because in that map, I focused on building up a sort of soft intro. Know what I mean? :-) That particular map is also one of the shortest. There will be plenty of monsters and HUGE levels later on.

As you move through the chapters your Translator invites you into a world of thickening plots, bloody stories, fear, cowardness and so on - I urge you to read every Translator message carefully, remember names, places and so on - it is very likely that you'll have to use the information. Maybe even on an other Nali Canyon map. Almost every level contains hidden switches and places that can only be found by careful studying of your translator messages - sometimes they'll even put you up to a choice that'll effect the rest of that level. What is a good level without a good story running in the background?

My maps will be available from my dedicated Nali Canyon web page: 

www.nalicanyon.cjb.net

My maps may not be as big as the ones found in the actual game. For this there are two reasons:
One: The size is smaller. I am trying to keep my maps under one meg when zipped. This is because my levels are mainly distributed through the Web - and out there KB is god! In fact I construct one huge level, and after that I cut it up into suitable pieces. So you can't really say my maps aren't big - they're just splitted up a little. And if you're hungry for more - just download the next chapter, and you'll continue from where the last map stopped.
Two: I use many different so called 'packages' that contain Unreal's sound, textures etc. These packages fill up your RAM and cause lots of swapping. That's the other reason :-)  

I don't import new graphics and sound into my levels. I don't know about you, but I hate to mess around with texture files and sound files, that needs to be unzipped to different directories. No, then its much easier just to right-click on a map a choose 'Play this Unreal level'.

At least in the first chapters I'll try to avoid bringing the gamer into a 'Quake2 style' labyrinth  - i really dont think there is that much fun in that. I'll concentrate on the outdoors - but i guess i'll have to, eventually, bring the player into such a level. 

Please download as many as you like and spread them to all your friends.
But please don't steal my levels, or parts of them, and say they're yours. I've spent much time on them - and they're in fact funny to construct. Try it!
If you do it anyway... uhm... I'm gonna kick your butt in an internet deathmatch.

To run my levels you'll need Unreal (Doh!) and at least the following system:

Intel Pentium 166MMX, 32MB RAM.

But I strongly recommend the following (This is what I have myself, and the levels run nicely on this configuration):
Pentium II 266MHz, 64 MB RAM, Voodoo2 (A Voodoo1 is also ok). 

Please feel free to e-mail about anything you come to think of when playing my levels. Even bad things :-)
Please don't ask me questions about level editing - its very difficult to explain in text. If you want to learn how to make Unreal levels, take a look at www.unrealed.net - they've got tutorials for almost everything. 

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What to find on the web page:
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Every finished chapter of Nali Canyon.
Screenshots of upcomming chapters.
And lots more. Take a look!

www.nalicanyon.cjb.net

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Bugs on this map: Nali Canyon Part Two
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Though I do everything to avoid bugs there are a few. I'm sorry :-)

1. My use of polygons on this level has expanded a bit, especially from where the player starts and is capable of seeing almost the entire level. As soon as you desend the cliff, the map'll have a smooth framerate.
2. This is not really a bug. It is simply that you can't take your inventory with you to a new Nali Canyon level. When I have finished a few more maps, I'll make a 'Big Zip' where the levels are linked together so your inventory goes with you to the next level.

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Thanks to:
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Epic MegaGames - for making Unreal.
GT Interactive - for distributing Unreal.
Tim Sweeney - for doing such a good job in coding the Unreal Engine.
Juan Pancho Eekels - for constructing the Unreal outdoor scenes. Stunning work!
Cliff Blezinski - for constructing some of the coolest indoor Unreal levels.
Additional thanks to music composers and sound effect recorders - they rock!

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This level may be distributed freely as long as this readme.txt is included.
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