Unreal Tournament 2003 Map

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Title                   : Aztec
Version                 : 1.0 (revision 1)
Release Date            : 04-13-2003
Filename                : DOM-Aztec[FuT]rev1.ut2
UT2003 Remake Mapper    : Teddie "teddabod" Tapawan
Original HL/CS Mapper   : Chris "Narby" Auty of counter-strike.net
Email Address           : teddabod@funrealtournament2003.com
Website			: www.funrealtournament2003.com
Other Website(s)	: www.smartapplerocks.com, mp3.com/smartapple
           
Description             : My son plays Counter-Strike everyday religiously, so I decided to
			remake his favorite CS map (de-aztec) so he'd feel at home when I
			kill him in UT2003. Welcome to the DOUBLE DOMINATION version of Aztec!
			NOTE: This is REVISION 1 of the FINAL VERSION.

Where to send comments	: teddabod@funrealtournament2003.com

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Play Information
----------------

Game                    : Unreal Tournament 2003
                                 
Level Name              : Aztec

Game Type               : Double Domination
Bot Support		: yes
Multiplayer             : yes
Custom Textures         : yes
Custom Static Meshes	: yes
				
	
Construction
------------

Editor(s) used          : UnrealEd 3, Adobe Photoshop 6.0, MS PhotoDraw V2, LightWave
			Modeler 7, LightWave 3D 7, UVMapper

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Installation
------------

Unzip the file DOM-Aztec[FuT]rev1.zip.


DOM-Aztec[FuT]rev1.ut2	: the Map file -- this goes in the Maps directory of your UT2003
			installation.

DOM-Aztec[FuT]rev1.txt	: this text file you're reading.

DOM-Aztec[FuT]rev1.jpg	: a screen shot of the map -- You don't need this. It's for
			webmasters.


To play the map choose DOM-Aztec[FuT]rev1 from the Double Domination Mode Menu of UT2003 after
you install the file(s).

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Version History
---------------

1.0 (revision 1)	: Released 04/13/2002
			: Modified LOD of all meshes.
			: Created small full alpha texture to fix strange looking sides of the
			rope-weave on the bridge.
			: Better compression on many of my custom textures.
			: Smaller overall filesize due to the above change and other small
			changes.
			: Turned all terrain polys that cannot be seen invisible so they won't
			be rendered.
			: Fixed the patch of light on the wall in one of the dark rooms (if you
			know what I mean). Using a projector now. Regular sunlight against the
			wall was not cutting the mustard.
			: Turned the zone lighting down to 20 in the C-spawn double-door
			corridors.
			: Changed the light hue of the electrical overhead lights to a closer
			match of the original CS lights.
			: Changed the corona skin of the electrical overhead lights due to the
			above change.
			: Created a better wood texture for all double-doors.
			: Setup the teepee-oriented wooden slats for the non-usable double-doors
			as it is in CS.
			: Fixed some weaponbase placements that were hovering (just a few units).
			: Tweaked some pathnoding and jumpspots.
			: Tweaked some sections of the assault paths.
			: Now using pickup bases for all amp and health.
			: Added additional playerstarts within the red and blue spawn areas.
			: Used a better level of light-rebuild.
			: Reduced the fluid grid size for optimization purposes. It had a lot of
			unseen overhang/uneeded polys.
			: Made thousands of polys in the terrain of the skybox invisible to keep
			them from rendering.
			: Added some additional antiportals. Removed some non-functioning ones.
			: Slightly increased the collision radius of the assault ammo in the crate
			by the blue spawn area.
			: Changed the scrolly description and screenshots to reflect revision
			change.
			: Changed filenames and this README text to reflect revision change.


1.0			: Released 11/26/2002

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Big Thanks
----------

To the nice folks over at the INA Forums and elsewhere who've helped me with technical issues,
beta-testing, file-hosting, etc. I'm grateful for your help, time, and feedback (good and bad).

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NOTICE NOTICE NOTICE
--------------------

DO NOT modify this map or its associated files in any way.

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UNREAL (c)1998 Epic Megagames, Inc. All Rights Reserved. Distributed by GT 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.