================================================================
Title                   :DMADD2-Coughin][
Version                 :1.01
Release Date            :1/17/00
Filename                :DMADD2-Coughin.unr
Author(s)               :Captain Mellow
Email Address           :capt.mellow@bigfoot.com
Web Page                :www.mellow.unrealism.com
Description             :Attention Deficit Disorder 2: Coughin

================================================================
--- Play Information ---
Game                    : Unreal
Level Name              : DMADD2-Coughin][
Single Player           : N/A
Cooperative             : N/A
Deathmatch              : YES
Dark Match              : N/A
Difficulty Settings     : N/A
New Sounds              : "Sabotage" by Zack Ohren (ZackmanO@aol.com)
New Graphics            : N/A
NewUnrealScript         : N/A
External DLLs           : N/A
Known bugs              : N/A

--- Construction ---
Editor(s) used          : UED

Base                    : 

Construction Time       : ~ an couple days 


Installation            : Put the unr file in your maps directory. Put the umx file in your music directory.
------------

Extended description    : This one-on-one map plays fast. I prefer it with 2-3 bots, as one-on-one is a bit slow for my taste.
                          
This map has been converted to Unreal Tournament. I merely swapped out the stuff that UT would convert when it loads. Also, I added some music by the great Zack Ohren, a truly gifted musician who has some of his music in a few N64 games. He apparently composed it on the Screamtracker, with his own guitar samples.
--------------------


Author's Notes          : This Unreal map, my second one so far, got its name from the shape I used in the 2d editor for the
                          main structure, which I did a rotation loft on to get the circular layout. Then it was a matter of
                          criss-crossing with halls & ramps. Also, I happened to be coughing a lot, due to a cold, while 
                          making this map. Heheh since I haven't yet learned how to make lifts, I just used ramps instead.

                          My maps are all designed around the strict rule of flow & connectivity. Play must be fast & fluid,
                          frags must be fast, & the bots must roam properly. All the eyecandy in the world won't save a 
                          layout that doesn't flow properly or causes the bots to choke.

                          I learned a lot about bot pathing from reading Rander's tutorial & from trial & error. At first, I 
                          wanted no health items in the map, to further facilitate the fast fragging pace I enjoy. Also, I 
                          had no ammo, as I felt that one would be fragged before running out of ammo, or could grab a 
                          dropped weapon for ammo. However, the bots camped big time, so I added ammo. The bots would walk a 
                          little further until they had sufficient ammo, then camped. Finally, I added bandages & nali fruit 
                          bushes. Viola! The bots began to roam like I wanted them to. Moral: Nodes are not enough. You need
                          to motivate the bot by dangling carrots in front of it. They need a balanced diet of weapons, 
                          health, & ammo, or they will camp. Nodes show them the way--but the items lure them.

                          Thanks goes to Evil Atje for his helpful aesthetic tips, which I followed for this re-release: I
                          tweaked the lanterns & retextured some areas.
--------------


Copyright / Permissions
-----------------------
You may do whatever you want with this map.

----------------------
UNREAL (c)1998 Epic Megagames, 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.
