------------File Information--------------------------------------------------------------------
 Title                   : Great Nali Canyon
 Game                    : Unreal Tournament 2004
 Game Type               : Onslaught
 Filename                : ONS-UP-NaliCanyon][.ut2
 Author                  : Charles "Ghosty" Gibault
 Version		 : 2.1 (Bug fix from Make Something Unreal - Phase 3 - Contest version)
 Release Date		 : June 4th 2004
 
 Email Address           : charles_gibault@yahoo.fr

 Description             : Most people know about the final battle between the Skaarjs and the Humans when they
			   successfully destroyed the Skaarj's mothership in a final desperate attack. But few people
			   know how the Nali people fell to the Skaarj ground shaking troops 20 years before the 
			   Great Skaarj / Human War. Although a pacific race, the Nalis had built mighty fortresses in
			   the Great Nali Canyon to protect themselves for agressors. But when all skaarj legions
			   attacked the Great Nali Canyon, the Nali just couldn't match with the Skaarj cutting edge technology.
			   Outnumbered, they resisted for 3 months before finally falling to the Skaarj's Leviathans.
			   Most Nalis were either brutally slaughtered or enslaved and sold throughout the skaarj empire.
                           This is how the epic story of their fall ever made it to our knowledge, thousands of years later.
			   
			   You will have the great opportunity to participate in the re-creation of the epic battle.


	This map is an updated version of my submission for the Unreal Playground Onslaught Contest '04.
	It's now running for the Phase 3 of the Make Something Unreal Contest :)) and it should also be part
	of the upcoming Unreal Playground Onslaught Contest '04 Map Pack.
-------------------------------------------------------------------------------------------------------------------------------


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

 * Unzip ONS-NaliCanyon.ut2 to your UT2004\Maps directory.
 * Unzip UPLogoMesh01.usx in your UT2004\StaticMesh directory
 * Unzip UPLogoONS01.utx in your UT2004\Textures directory

 * IMPORTANT NOTE: 
 It is recommended to disable the "swap team after each round" parameter in the server options when playing this map.

 * Send me an email if you like the map. This is always nice to know my work pleased someone :-)

 * ENJOY !

------------ Version History ---------
2.1
    - Corrected an invisible wall bug due to low res terrain collision :-(

2.0
    - Corrected some collision problems where a box collision was used instead of the simplified collision
    - Added jumppad on the side of the base's ground so people can easily pick up a weapon before jumping a vehicule
    - Added jumppad on the center of the base's ground to reach minigun turrets really fast.
    - Added jumppad on the central plateform to easily reach the base's roof.
    - Switched the spawn position of the Leviathan and the scorpions in the bases. This seems more natural now, and the
	bots don't get the Leviathan stuck somewhere in the Canyon that way
    - Added Nali Canyon commercials in the bases. Tribute to the "hike the (great) canyon" tee shirt of a friend.
    - More optimizations at some critical points.
    - Terrain was downsampled, and repolished triangle by triangle, to help the performance issue some people were having.
	now nobody should complain about performance.
    - fixed problem with minigun turrets only belonging to the blue team. They can now be controlled by ennemy once entered.
    - Added 2 extra minigun turrets on the walls on the side of each base. Should make the extra reach time worth it.
    - fixed some minors texture alignement problems
    - Jumppads' emitters have been optimized / aligned 
    - Nodes link setup finally setup properly. (show up in the unreal browser... damn extra info that has to be blank)
    - fixed the stairs near the core (the first step was causing problems sometimes) 
    - stall z wasn't low enough, allowing people to see out of the fog
    - all ladders have been fixed.
    - replaced the base lateral ladders' static mesh by a much simpler one. Doesn't look as nice as before, but it saves a lot
      of triangles in a performance critic place. :)
    - balance change to make the bunkers near the middle nodes more attractive.
    - Lighting, Sun and Sky color tweaked to better match the canyon sunset mood.
    - In game screenshot updated
    - Added some pools of water in the canyon (all settings), with some emanating vapors (Medium and High detail settings)
    - Improved bot pathing.

1.1 - Jump pad in upper level of blue base fixed.
    - A few "flying" plants (resulting of their symetrisation) corrected.
    - Volume tags for lateral ladders in the red base was erroned.
    - Sky box improved a LOT. Finally achieve how I wanted it look like.
    - World detail management (world detail tab: low/normal/high). This should help the frame rate for people
      with slow video card a lot. It also allowed me to introduce a few more eye Candies like the birds flying in the
      sky and the water surfaces (only shown in high world detail). Lots of particules' systems emits more particles in
      high world detail too (and are disabled in low world detail).
    - Fixed the radar map to use it full sized.
    - Modified the bases to remove the "easy core hit spots" and make it easier/possible to protect the core. 
    - Replaced a some turrets by other, and remove 2 on the each of the upper right/ lower left nodes.
    - balance change.
    - Lot more optimisations. The terrain is still too detailed, but this my come as version 1.2 as this would messed up
	everything. OK what's then? Most collisions have been simplified and more antiportals have been added, most of them
	thanks to the base redisign.
    - Bot path enhanced a little.

1.0 First release for the Unreal Playground Onslaught Contest. April 18th 2004.

------------Information--------------
        
 Single Player       	: No
 Deathmatch          	: No
 Capture the Flag    	: No
 Double Domination  	: No
 Bombing Run	     	: No
 Assault		: No
 Onslaught		: Yes !

 New Textures		: Yes
 New Sounds		: No
 New Static Meshes	: No (Lot of standard meshes have optimized collision meshes but that doesn't count)
 New Music		: No

 Original map layout	: Yes ! 

 Build Time     : Three weeks... Three very intense weeks (v 1.0) and then 5 days of updating to v1.1 and then 1.5 month to v2.0

 Ideal Number of Players     : 16-24. The maps is huge (but not gigantic) with a whole lot of vehicles to drive around so the
				more people the better.
 
------------ SPECIAL THANKS ----------
Special thanks to everyone who tested my map, gave me comments/feedback and helped me improve it. Congratulations to
all the staff at Unreal Playground for their ONS Mapping Contest '04 that was so great and that made this map possible.


-------- Other Releases---------------

2 UT2k4 only maps:
DM-Tokarena which is a nice map if you like long range weapons and/or pretty fast action. (and if you're having
a lot of fun "flak cannoning" those $¨ù% campers, that's a map for you too ;-)
A DOM version of this map for UT2k4 exists too
http://www.unrealplayground.com/download.php?mapid=5022 (DOM)
http://www.unrealplayground.com/download.php?mapid=5023 (DM)

Another UT 2k3/2k4 map called DM-Morbias]|[ . This was my first map and it's of course a remake of the original Unreal's 
(and original UT) great map DM-Morbias. I went quite freely in the conversion as I added a basement.

You can have more info on it at	http://www.utmr2003.dk/map/mapinfo.asp?mapid=1792
if you prefer a direct link go to http://www.ensta.fr/~gibault/DM-MoreBias]I[.zip

------------Copyright-----------------

Copyright (c) 2004 Charles "Ghosty" Gibault.
All rights reserved

Feel free to distribute this file in any electronic form, as long as proper
credit is given and the contents remain unaltered, and this text file has 
not been edited in any way.
You may not alter, edit or use the map as a base to build additional levels, unless you ask me permission.
This file may not be commercially exploited in any way, unless you ask me permission.


feedback bug or comments strongly appreciated, just email me at: charles_gibault@yahoo.fr

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