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Title : Troopers
Author : Julian 'Chand' Marcone
Date : Mar 2000
Filename : AS-Troopers
Email Address : chandler@planetchandler.com - whazzup@swbell.net
Home Page : http://www.planetchandler.com/ut/utshrine.html
Description : UT-INF Assault

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Play Information 

Single Player : No
Deathmatch : No
Recommended No. Bots : <11
Comments : 
You need the following texture packs to run this map 

Blade
Bstretz
city
CLTroopers (included)
Crypt2
Decayed
Detail
dockside
GenEarth
GenFX
GenIn
GenFluid
Indus3
Lian-X
ModernTextures1
Starship
TrenchesFX

You need the following scripts to run this map :

INF M2.50 Turret script (Inf_M2_Turret.zip - included)
NBCRM.zip (included)
NBSpecialsUT.zip (included)


Please check your UnrealTournament/Textures directory and look for the filenames of the texture packaes. If you're missing one or more you can easily download them from NaliCity or send me mail about it and I'll gladly send the missing items to you.

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Installation instructions
Unzip "AS-Troopers.unr" in your UnrealTournament/Maps folder.
Unzip "CLTroopers.utx" in your UnrealTournament/Textures folder
Unzip all scripts to your UnrealTournament/System folder.

Known Bugs/"Features":

On occasion and by causes yet to be determined, UT will report that the first objective (the gate) has been destroyed but the gate is still there. Over 15 rounds of
playtesting it only happened once. Just don't believe your eyes...the gate HAS been destroyed effectively if UT reports it.

Bots MAY get stuck in some points near both groups of playerstarts for reasons unknown. Since this is not the first time I've seen this... including maps from other
people, I conclude that some bots display what's known in psychological terms as "Combat Aprehension Syndrome" or CAS. Also known coloquially as
'cowardice". one possible workaround is to decrease the bot load of the level...works sometimes in making them think that THEY are the heroes and will run gladly
to combat. The other (and more practical) solution is to 'persuade' them to abandon their locked position and join the fight via a friendly reminder in the form of a
grenade, HK69 or AT-4 shot in their proximity (but please don't try this if you are accounting friendly fire). Bots are bots. Live with it.

I leave to each player's discretion to play with weapon respawning on or off. During playtesting I noticed that if weapons are left there after pickup (respawning off),
that will make all members of the team able to carry the AT-4...for the defending team that could mean a lovely shower of rockets in their general direction and also
resulted in the destruction of both first and second objective in the same barrage of AT-4 fire due to splash damage (happened in two occasions during playtesting)

Solution : If you're defending just snipe the incoming attackers well before they can get in fire position. That's why you've been given a base :)

If you choose to respawn the weapons (pick a weapon up and it dissapears for an x amount of time until it respawns again in place) please be advised that since
there's only one AT-4 and it's the only weapon that can destroy the gate, remember to cover the guy carrying it. Whoever carries the AT-4 is your ticket inside the
base.

Also, there are a couple of nasty BSP holes... only in the surrounding rocky walls area. They are hardly noticeable during standard gameplay (standard gameplay
meaning the pursuit and achievement of the mission objectives. If instead of this you decide to try to go rock climbing, believe me you'll notice them :))

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Construction Editor used : UnrealEd (UnrealTournament V4.05b)
Build Time : forget it
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Other maps by Author:

DM-DirtyDepot (Feb 2000)

 

                                               Please check out the Design Notes for this level at
			http://www.planetchandler.com/utshrine/astroopersinfo.html