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Title                   	: Donka's Towers
Filename                	: DM-DonkasTowers.unr
Version                 	: 1 - May 2000.

Author                  	: Andy "Donka" Whiteford
Email Address           	: donka@cableinet.co.uk
Home Page			: www.donka.pwp.blueyonder.co.uk

Description             	: Original Deathmatch map based around 3 large towers with a flooded floorpan. These are 				  
				  connected via corridors, swim ways and teleporters and have additional areas close to the 				  
				  towers.

                            
Others UT Maps          	: None.



 
Additional Credits to   	: Epic Megagames and Digital Extremes for the software delivered.
                          	  Everyone who has written some excellent Unrealed guides on the web. 
			  	  Big thanks to Wolf for a great Beginners guide.

                          
Tests by 			: Btex, {CRG}Nightmare

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* Play Information *

Game                    	: UNREAL TOURNAMENT
Single Player           	: No
Cooperative             	: No
Team game               	: No
Domination game         	: No
Assault game            	: No
Deathmatch              	: Yes
Player Load			: 4 - 12
Difficulty Settings     	: No
New Sounds              	: No
New Graphics            	: No
Demos Replaced          	: No
Screenshots             	: No
Special                 	: No


* Construction *

Base                    	: from scratch 
Build Time              	: About 18 hours over 4 weeks.
Editor used             	: UnrealED (UT)
Known Bugs              	: Not a bug as such but I have an area with 3 teleporters equally spaced apart and I know 
				  no way of making the bots, use all three at random. I have placed the path nodes to force 
				  the bots to use two but I can't make them use all of them. If anyone knows how to do 
				  this without trying to bait the bots with pickups, please let me know.
				  A couple of areas, there are small HOMs towards the edge of the screen alhtough you may 
				  well not even notice when playing. I have followed the guidelines to avoid these and they 
				  still appear. I have done my best to remove these.
				  If anyone knows how best to avoid these or to remove them, please let me know.
                          


* How to use this level *
                        	: Unzip the .unr file into the MAPS directory under the UT directory. 
			  	  Start up UT and select practice game, deathmatch and select the map from the list.

* Author's notes *

Okay this is my very first map for any game using any editor so I've decided to keep things simple. The map is loosely based 
on the Tokay's Towers level from Quake 2. I wanted to do a conversion of that map but decided it would be unfair until I had 
enough experience and ability to produce a faithful conversion. I decided to base a map on some of the ideas from that map 
while introducing new elements. This would give me a chance to use this map as practice for Unrealed. I just started mapping 
and read up on how to do something, when I needed it in the map. As you will see, there is nothing fancy in this map as 
regards architecture or texturing. That will come. I didn't want to try something and not pull it off and I also didn't want 
to risk low framerates! It's more important to me to have a clean looking map that plays well I think!
I think the layout of the map is great though and it's well balanced for weapons and pickups. If you want the big power up's, 
you will have to work for them. There are areas for snipers, open areas for skirmishes and corridors of differing sizes for 
running battles. All the weapons and power ups are in here for your disposal. There are no tricks or traps in here as well so 
it's a fair game. I've used coloured lighting to give an indication to where on the map you are. The corridors are all very 
similar so watch you don't get lost in the heat of the battle. ;) I've added coloured flags through the corridors to help you 
gauge roughly where about in the corridors you are. The towers are well lit, the skirmish rooms have their dark corners!
I made a point of making sure the bot pathing was done well as this is very important to me in any UT map. I think you will 
find the bots play an excellent game and are very tough! They go everywhere in the map, with the exception of the point noted 
above and will use everything in the level.
About the name, I don't like maps that use the author's name but on this occasion and considering the inspiration for this 
map, I think it's aptly titled.

Thanks for PC Gamer and the article with Cliffy B for making me want to start mapping and also the excellent AI guide from 
Steve Polge. Thanks also to Wolf for his excellent mapping for beginners guide which is my main point of reference.

I hope you enjoy playing this map as I think it's a very original and great map to play. I intend to build a few more maps 
and then come back to this one and revamp it with better texturing and architecture once I am more proficient in Unrealed. 
Look out soon for a couple of 1 on 1 maps and a Tempest style map.

Please also feedback any issues, bugs or if you just want to make some suggestions.

Donka.
                          

  
* Copyright / Permissions *

This level is (c) by Andy Whiteford.

You are NOT allowed to commercially exploit this level, i.e. put it on a CD or any other electronic medium that is sold for 
money without my explicit permission!
If you want to use this level for anything or do anything with it, drop me an email first. You cannot replicate any part of 
this map without my prior consent.

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

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