NUtters MapPak Info
	
Created By: Bradley (Nutter) Jones

Author E-Mail: nutter@kilkenny.ath.cx or bradley.jones@kilkenny.ath.cx

Completed: 6 October 2003

	Thanks To all you people who downloaded, recieved on CD via a friend, relative, neighbour or pet dog
and enjoyed all or some of the maps in this pack. These maps were created for myself to enjoy and also for 
everyone else too. Mapping takes me a long time because usually I make my maps up as I go along but I get 
there in the end. eg: CTF-Castle Hup T'ai took me about 5 months to build, on and off of course.
	However, my fond hope is that you love Nutters MapPak. But if you've got an idea, a problem with a
current map, or just anything else, e-mail me at nutter@kilkenny.ath.cx and I'll try to read it when I can. :)
Or my E-mail at 'planet unreal' if I can get a site set up or something. 

Contents of Nutters MapPak:(8 files)

	CTF-NMP-Desert Canyon
	CTF-NMP-Vouskamora
	CTF-NMP-Castle Hup T'ai
	CTF-NMP-Shubaard
	BR-NMP-Kirshnuk Caverns
	BradleysNMPStaticMeshes.usx
	BradleysNMPTextures.utx
	Nutters MapPak Readme.tx


NOTE: This Bonus Pack works with all versions of UT2003. Nutters MapPak does not require any bonus pack or
additional material. NMP uses the above files and those released with UT2003, so most people should be able to
play the maps with no probs. Good as gold.



=============================================================================================================
:[Installation]: (For the conveniance of the minority)
Install is simplistic. Files with certain extensions, '*.u' for example, go into particular 
folders. So below is a list of different file extensions related to UT2004 game content, and
the folder that type of file is required to be located in. PS: The wee tiny stars are just a 
substitute for the name of the file, eg: ONS-NMP2-Panalesh.ut2, could be broadly represented 
by *.ut2. 

	*.ukx	-Animations
	*.ka	-KarmaData
	*.ut2	-Maps
	*.ogg	-Music
	*.uax	-Sounds
	*.usx	-Static Meshes
	*.u	-System
	*.int	-System
	*.ucl	-System
	*.utx	-Textures

And that's it! However, NMP2 doesn't utilize all of these file types, so don't panic and think
your download sodded up. 

:[Network Games]:
Usually most maps don't require you to do any more than to copy the associated files to their
respective folders. However, due to the fact that Panalesh (and any future maps) use new classes
in the world geometry, NuttersMiscPack.u and .int are what I'm refering to here. You'll need
to add this name to the UT2004.ini, and of course put it in the right place. Scroll through the
UT2004.ini file until you find a series of lines that begin with ServerPackages="Whatever". You
need to add NuttersMiscPack to this list, hence, copy the ServerPackages= part of one of the
previous lines, paste it below the others, and then add the name of the *.u to the end of it.
If it's supposed to be the *.int file name that's supposed to go there, I apologise in advance,
but they're both the same so all should be good.
Important: Should you decide to remove NMP2 and hence NuttersMiscPack (bastard!), don't forget
to remove the ServerPackages line, otherwise when you start a network game, the server will not
begin as the ServerPackages line still states that the refered to *.u file is still there, even 
though it has been removed, and hence the server will not begin, or there will be issues.
Possibly....but my absence of a net connection doesn't really let me test all of this.  
=============================================================================================================


=============================================================================================================
Maps:
:[CTF-NMP-Desert Canyon]:
	Build Time: NA
	New Static Meshes: Yes 
	New Sounds: No
	New Music: No
	New Textures: Yes
	Known Bugs: None
	
	Map Description: A simplistic layout, located in the hot deserts of the planet Brish Kunak, you 
battle it out in a small canyon with temples at either end and a little bit in the middle. My first UT2003
map and it does show at some points. Best played with 10+ players and all the new static meshes are saved as
"mylevel", for those who don't know, that means the stuff is attached to the map and is not set as a 
seperate package, handy. A triumph overall, going from UnrealEd2 to UnrealEd3 was tough but I managed. Want 
a more in depth story to this map? Check out the in game menu story.
 
:[CTF-Vouskamora]:
	Build Time: NA
	New Static Meshes: Yes 
	New Sounds: No
	New Music: No
	New Textures: Only menu Screenshots 
	Known Bugs: None 

	Map Description: A concrete feel with a bit of industry feel as well. Plays best with 10+ players. On 
the planet X-44GB the Russions wanted to create the first new Earth after losing sorely in the space race.
Due to a tragedy they fled the planet and named the 'Oxygen Extraction and Water Purification' plant (in the
new Russian language) Vouskamora, Hydro death. Suitably named  this map has little in the way of secrets,
but see if you can find that lovely Ion Painter.

:[CTF-Castle Hup T'ai]:	
	Build Time: Approx. 5 months (without updates)
	New Static Meshes: Hell Yes, about 64 in total (more now)
	New Sounds: No
	New Music: No
	New Textures: yes, with some imported from UT1 and altered (clouds, marble, floor textures) 
	Known Bugs: None 

	Map Description: Based on my original versions I created this grand, much more detailed, and complex
version. On an asteroid not unlike that of Facing Worlds, two castles oppose each other just as much as the 
tournament contenders. The coolest looking and best playing map I've made yet. Again played best with 10+
players and it is HIGHLY RECOMMENDED that you do NOT turn translocaters off. Oh! and just to explain the math
of the redeemer placement. You jump down the hole to get the redeemer and then you can't jump or impact jump
out, you have to translocate, this prevents flag carriers just snatching the redeemer and blasting the crap
out of everyone behind him. It's either keep the flag and trudge on, or lose the flag and get the redeemer.
Tricky there 'ey! I hope you Love the map as much as I do, happy gaming! :)
PS: Just for CliffyB from Epic, you'll be pleased to know that this map has NO distance fog!
 
Further updated on the 23\9\03, increased performance and reduced hard drive space usage, primarily for 
downloading purposes. :) Later added projectors for some of the castles windows, you better appreciate that!
It took me hours lining them up properly, and even used triganometry to do it, great result however.

Continued Updating 20/12/03: Added Nutters 'N' Logo to castles. Changed fire, teleporter, and jump pad effects,
 changed menu screenshots, changed particle effect for the three slit windows for spawn rooms to static mesh 
light rays and projectors. Changed alot of textures, few extra details for lighting etc etc. Hope you like it 
more now. :) 
 
:[CTF-NMP-Shubaard]:	
	Build Time: 1 Month Approx.
	New Static Meshes: No
	New Sounds: No
	New Music: No
	New Textures: yes 
	Known Bugs: None 

	Map Description: Terrain editing is the way, and will be hard to blow over. The Long Trudge of 
Shubaard is a rain soaked valley where caves and forests abound. This is the first map (originally) to use 
cubemaps made by me. Then I went back to CTF-Desert Canyon and did some touch up work and changed the name 
to CTF-NMP-Desert Canyon. Shubaard valley lies on the largest continent of the forest planet Keiran 
(pronounced Kyran) and has been transformed into a tournament arena, with the eternal rain pounding hard, 
lighning striking far, and trees groaning in the wind, these shall be the least of your worries...
	I had to change the name to just CTF-NMP-Shubaard because the longer name didn't fit in the loading
screen(CTF-NMP-The Long trudge of Shubaard). Also added my Nutters MapPak logo in the menu screenshort. 
This map is hard, bots are strangely difficult, and trust me, it's a long walk...

Further updated on the 22\9\03 to increase performance, bot AI performance, and removed a projector hic up
where projectors (blood stains, blast marks) would show up on terrain even though that section of terrain 
was invisible and non-solid. 

:[BR-NMP-Kirshnuk Caverns]:
	Build Time: 2 months approx 
	New Static Meshes: Yes
	New Sounds: No
	New Music: No
	New Textures: yes 
	Known Bugs: Shock Rifle Alt fire and Lightning Gun fire can sometimes go through static meshes, 
but no shock rifle will be placed in the map and sniper does it rarely. Bot's like to take a dive into lava
at times and shoot the ball off into places where they shouldn't.

	Map Description: This map has some very good particle systems going on, hope you like the caves for
the spawn rooms, and the shredded banners.:) Excellant use of distance fog as far as I'm concerned just to
mention. See if you can find the secret redeemer in the map wherever it may be. This map was originally 
designed for framerate performance but I kind'a screwed that when I started making more static meshes such
as the centre piece with all the staleg tites all over it. Great map anyways. This map encountered many
problems in development but almost all have been ironed out, and just for a laugh, if you play with the 
camoflouge adrenaline combo, well, see what happens. The bots can be quite stupid in certain areas such as 
jumping between the 4 spire on each side of the map, but hopefull this maps real glory will lie in mauliplay.
Well thats the map pack finished, my god. Now to wait for UT2004, and make Nutters MapPak 2.

=============================================================================================================
Authors Notes: 

Testers (And Special Thanks, Updated For re-release): 
	Bradley Jones(Author) 	aka Nutter
	Steven Jones 		aka Splattered
	Third-Helix(hosting, testing, and support)
	Buzzati(for fantastic feedback after the first release of this pack)	
	

Also Special Thanks to:
	Epic Games
	Digital Extremes
	Alias Wavefront
	Adobe
	Coca Cola (Constant Caffeine) 
  
=============================================================================================================
Programs Used

	UnrealEd v3.0
	Unreal Tournament 2003 v2225
	Maya PLE 
	Adobe Photoshop v5

All the above programs were used to create and play Nutters MapPak and are striclty the property of their
owners. ALL RIGHTS RESERVED.
=============================================================================================================
Nutters MapPak Copyright 2003

	All contents of 'Nutters MapPak' are not to be altered in any way without permission from the Author.
	You may not sell or barter this product. You may share these files 'freely' on the internet, or
	other electronic media. 'Nutters MapPak' may be distributed on cover CD's of magazines 
	like PC Power Play, again, 'freely'. Please respect the authors wishes and be a good little boy, or
	girl. I worked damn hard on these maps and would like my share of fame in the unreal world. >:P
  