Title                   	: Jewel
Filename                	: DM-Jewel.unr
Version                 	: 1.0 		- 	July 2000.

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

Description             	: An ancient abandoned, symmetrical construction with two high up walkways crossing over one long walkway lower down. There are two sets of internal corridors leading up to all walkways.

                            
Other  UT Maps          	: DM-Donka's Towers, DM-Sparena




 
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 			: Nightmare[CRG], BTex - Thanks a lot guys, you help me greatly.

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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			: 2 - 4 (Designed for duels)
Difficulty Settings     	: No
New Sounds              	: No
New Graphics            	: No
Demos Replaced          	: No
Screenshots             	: No
Special                 	: No


* Construction *

Base                    	: From scratch 
Build Time              	: About 7 hours.
Editor used             	: UnrealED (UT)
Known Issues              	: None.



                          


* 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 *

My third level and the most complete in terms of Architecture. My first attempt with the 2D Editor and I'm also quite pleased with how the sky looks. I was trying to get the warm sunny feel with a light misty cloud coverage which I think I have managed to pull off well. If you're from Scotland, you will recognise this almost sunny look! ;)
I have tried to balance this map for dueling, while keeping a decent size of corridor for battling in. My intention was to go with one walkway crossing over another, something which I had planned to do for ages but only recently discovered the excellent Veltor][ and so decided to revise my original plans. This level is in no way inspired by that map though, just a remake of an idea I had. There will also be some people wanting the shock rifle but I had to drop some weapons due to the size of the map and thought the shock rifle would be a good choice to leave out in case there are any duels featuring HPB versus LPB.
A few learning points for me in this map. I had originally intended a night time map in the middle of a thunderstorm to add to the atmosphere. I had many torches in the central area with dynamic lighting which was killing the framerate. I removed the dynamic lighting and it was still poor. Only when I removed the torches did the framerate become decent. I then removed the torch holders which again helped the frame rate. I have now gone for a bright day with a large sky light for lighting and kept basic torches for the corridors to help framerate. Still has a good atmosphere though. Framerates are fine for the whole map although there is a slight dip looking along the length of the middle walkway but only the slower machines will notice any slight drop during a game.
I also have to say that the corridors were a nightmare to align properly which wasn't helped by the choice of texture and lighting. I did the best I could and to be honest, it shouldn't look too flush for the type of stonework it is so I guess the overall appearance does work.
My biggest aim was to balance the map which I think I have done well. As mentioned, the map is symmetrical and has two weapons high up and two low down. Armour is in the middle and ammo is available on all 3 levels. The health is only available on the lower floor and is in the form of vials to tempt even healthy players down to get it. I've added translocator support for the bots for those who must play with this item enabled but this map is best played without translocators.

Powerups:
Armour
Some health vials (well 4 just to keep you on your toes.)

Weapons:
Rocket launcher
Flak Cannon
Minigun
Plasma Gun


As usual, please feedback to me any comments and issues regarding this map. All comments are very welcome.
Hope you enjoy it.

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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