Date of First Release:  Feb 5, 2003
Version 1.1 Release: September, 2007
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Title                   :Unreal Tournament Classic Map Pack ][ Version 1.1
Author(s)               :Lightning Hunter
Email Address           :LightningHunter at Hotmail dot com
Where to Download       :http://nalicity.beyondunreal.com/
Short Description       :Collection of manually converted Classic User Made maps from the original Unreal.
Special Thanks to       :-All of the Original Mappers who made these awesome classics!  See below for a complete credit list.
			 -Epic, for creating the Unreal Series
                         -The Music artists who composed the new tracks used in this pack (see further down for author information)
                         -Hellscrag, for making the UT Classic Pack 1, which inspired me to do these user made conversions
                         -Leo(T.C.K.), for playtesting v1.1 and motivating me to do the update in the first place
                         -Steve Nabors, for the ParticleSpawner used in a few maps.
                         -Wormbo, Dante, and AX000 for the YawTeleporter code.

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Extended Description
This pack contains many old classic user-made levels from the first Unreal that have been manually converted to UT.  Unreal can normally be played in UT without any work, but will have auto-converted weapons and pickups, which is just bad.  The maps will also have no music (and will play the crappy UT menu music).  In addition, there are no map pics in the map selection menu, and no map information.  Lets face it, the original Unreal Classics also had terrible bot support, bad texture alignment, and in many cases, lighting that is so dark that you cannot see.  Through much work (especially in Version 1.1), this pack remedies most of these problems.  All of the UT weapons and ammo have been placed manually – and in some cases, the placement has been redone for better gameplay than the original.  Bots will navigate each of these maps perfectly, and sometimes visit areas that humans have trouble reaching.  Music has been carefully chosen for each map, and a total of 8 new Music tracks have been included in the pack (credits below).  In short, my primary goal in this pack was to bring some old classics over to UT with bug fixes, better lighting, improved bot paths, and many other enhancements.
 
NOTE: The maps have a prefix of DMU- instead of DM- in order to be placed conveniently at the bottom of the Deathmatch/LastManStanding selection list.  DMU is NOT a new game type!  It is simply a new prefix for converted Unreal classics.

VERSION 1.1 INFORMATION:  After compiling the UT Classic Pack ]I[, I played these old maps again and felt they deserved an update.  The most note-worthy changes to the pack are the following:
-The bots, although already above average in the first release, have been updated with all of the advanced tricks I have learned over the years since the first release of this pack.  The bots should play godlike in every map.
-The lighting in many of the maps has been updated.  Some of them were just too dark to see before.  I hope the maps are a little better now for people with darker monitors.
-Music has been changed in a few maps.  I hope people like some of the new choices better than the previous ones.
-Texture alignments in areas where it was noticeably bad before
-Enhanced/Changed level screenshots and information (including better playercounts).
-Many other bug fixes and gameplay enhancements/changes.  Read the changelog below for a complete list of changes and fixes for each map!


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Map list and Descriptions:
 
Below is a list of all 18 maps converted. The authors, recommended 
player amount, and a list of changes for each map is listed here.
 
---------
Map: DMU-Anka
By: Sidney "Clawfist" Rauchberger
Player load: 3-8
Music: UnWorld2.umx

Changes Made to the UT version:  The bot paths have been revised a little to make the bots go everywhere.  In the old 
version, the bots wouldn't go underwater to get the secret shield belt.  I have also added a teleporter to the secret
shield belt room to allow people to teleport back outside.

Version 1.1 changelog:
-All doors are now TriggerControlled, which is better for Multiplayer overall.
-Increased speed of the two large doors connected to the center pool area
-lit up a few doors
-replaced the buggy doubleenforcer actor with regular Enforcer
-Added Blockplayer actors, so players can no longer exit the arena through via the rooftops
-Added bot paths where the bots could previously get stuck, and improved bot paths in a few places
-Aligned some textures
-Added a few playerstarts
-Changed teleporters to YawTeleporters

---------
Map: DMU-AOD2
By: Squacky
Player load: 3-8
Music: Course.umx

Changes Made to the UT version:  Original map had better bot suppor than most other classics for Unreal, but has still undergone some improvements.

Version 1.1 Changelog:
-Changed music to Phantom, so that Course isn't used twice in the pack.
-Updated the level screenshot
-Vastly improved bot paths.  They will now go for invisibility, Megahealth, and other powerups they would previously ignore.  In addition, they will now active the traps (thanks to the new BotBonus actor) and use the elevators.
-Added Jumpspots for the bots
-Added two playerstarts; relocated a few others.
-Slightly modified placement of some weapons & Ammo
-Added Blockplayer actors to prevent players from leaving the arena

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Map: DMU-Asmadena
By: Sidney "Clawfist" Rauchberger
Player load: 2-5
Music: Point.umx

Changes Made to the UT version:  Minor bot improvements.

Version 1.1 Changelog:
-Changed Level screenshot
-Added blockplayer actors, to prevent players from hiding from the action outside the arena
-Changed direction of a few playerstarts
-Removed a few unecessary pathnodes, and placed pathnodes on the roofs - in the event that the bots somehow get up on them via from an impact

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Map: DMU-Blackheart
By: Alex "The_Rat" Portegies
Player load: 3-9
Music: Seeker2.umx

Changes Made to the UT version:  The bot paths were completely redone. (you should have seen the mess in the old version)
The bots now visit every room and won't get stuck like before.  A Udamage has been added into the map to make the main room more active.

Version 1.1 Changelog:
-Aligned many textures
-Changed direction of a few playerstarts
-Tweaked some pathnodes
-Made clouds in skybox translucent, so the stars are visible
-Changed door to TriggerControlled

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Map: DMU-Breakfast
By: John
Player load: 2-7
Music: UFOPIDT.umx

Changes Made to the UT version:  This map has one of the most creative Ideas I have seen in an Unreal map.  Unfortunately,
the game play was slow, the bots were pathetic, and the weapon and item placement was bad.  Game play has now been 
Significantly changed to be much faster paced action.  Whenever you fall off the table now, you die.  This makes everyone stay on top of the table where all the weapons and ammo are, rather than running around the floor for 10 minutes.  You can now gain access to the book-tops via a teleporter, where there is now a Udamage.  Since the pipe behind the room is useless now that you can't jump off the table, I turned it into a health vial drop that teleports you near the shockrifle.  The bots now navigate the entire map, and will grab all the weapons and powerups.  They will even go for the shield belt in the fish tank.  For some reason when I played this map in UT, some of the textures on the books were messed up.  I fixed this by adding new textures on the book covers.  The covers have been changed to the infamous Doom Novels.  :P

Version 1.1 Changelog:
-Improved bot paths; bots will now go for shield belt more often, and jump down the healthvial tube to collect the shockrifle
-Added Jumpspots for bots
-Fixed some textures that were scaled wrong, and aligned a few others
-Added 3 more playerstarts
-Removed BiterFish in the tank


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Map: DMU-ClusterF_ck
By: Jeremy "Faceless" Graves
Player load: 2-7
Music: Extreme.umx

Changes Made to the UT version:  Improved bot paths, and changed the automag to a minigun, rather than a double enforcer.

Version 1.1 Changelog:
-Changed the level screenshot
-Removed many unecessary pathnodes and improved bot paths overall
-Relocated a few playerstarts
-Aligned some textures

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Map: DMU-Coldfront
By: Salvation 
Player load: 2-8
Music: Mass-Morphine.umx

Changes Made to the UT version:  The bot paths were completely redone.  In the old version the bots would avoid most of the rooms, and got stuck everywhere.  They also wouldn't go for a bunch of the powerups.  Now the bots will go everywhere and even jump from the top floor down to the crates to get the shield belt.  I was able to make them jump through the holes in the floor as well, to make them get down to the bottom faster.

Version 1.1 Changelog:
-Slightly improved bot paths; Added Jumpspots for bots
-Aligned many textures
-Changed direction of a few playerstarts
-Added Blockplayer actors to prevent players from leaving the arena

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Map: DMU-Coosark
By: Sidney "Clawfist" Rauchberger
Player load: 4-10
Music: Botmca9.umx

Changes Made to the UT version:  This is another map that had very messy bot paths.  I went through and deleted half of 
the bot paths (There were WAY too many used) and added bot paths in places that didn't have any.  The bots will now 
impact jump to get the powerups on top of the beams and crates, or use jumpboots if they have them.

Version 1.1 Changelog:
-Added Zonelighting, to increase the overall brightness of the map
-Changed the level screenshot
-changed teleporters to visible teleporters
-Added 1 playerstart, and changed direction of a few others
-Aligned many textures
-Added Blockplayer actors to prevent players from leaving the map
-Simplified pathnodes, added jumpspots, and tweaked existing jumpspots

---------
Map: DMU-Core21
By: Steffen Eckenstaler
Player load: 2-8
Music: Organic.umx

Changes Made to the UT version:  This was probably the hardest map to add good bot support to.  There are many different levels, beams, and teleporters that the bots would not visit in the original version.  I have completely revised the bot paths so that they use lifts, go through teleporters, and impact jump to grab powerups.

Version 1.1 Changelog:
-Changed screenshot
-Tweaked lighting slightly
-Enhanced bot paths
-Added more Jumpspots for the bots, and improved previous jumpspots
-replaced the buggy doubleenforcer actor with regular Enforcer
-Changed music to the original Organic, to get rid of the incredibly pointless Organic2.umx
-Relocated a few playerstarts

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Map: DMU-Devils-Lair
By: Dugz Maps
Player load: 3-9
Music: bam-vfh.umx

Changes Made to the UT version:  Bot paths were redone.  The bots would previously get stuck in the water pit; they will now use the elevator to get out of it.  The will now visit the two sniper nests (Sorry campers, they won't put up with you anymore). The bots play much more aggressively on this map now!

Version 1.1 Changelog:
-Changed the Music
-Fixed a few BSP holes
-Improved bot paths; bots should now go for the Shield Belt more often
-Added blockplayer actor to the outside roof area, so players can't leave the arena
-Removed one Armor and one ThighPad.  The Thighpad has been relocated to the middle of the arena, where the Armor previously was.
-modified the upper elevator trigger to work for bots only.  Also increased the speed.
-Added some very dim zonelighting, and increased brightness in a few areas.  Green lights have been added in the underwater zone.
-Aligned some textures

---------
Map: DMU-Devils-Lair2
By: Dugz Maps
Player load: 3-10
Music: Razor-ub.umx

Changes Made to the UT version:  The bot paths were completely redone on this map.  There are so many small tunnels and passageways that the bots used to get stuck everywhere.  Now they will navigate quickly and pick up items fast.  I removed the sharks out of the pond in the corner of the map, because they just slowed gameplay down and killed too many people.  I also got rid of the shield belt in the pond, because there is already too many powerups in that room.  The bots wouldn't even leave that area because of how many powerups were in there!

Version 1.1 Changelog:
-Made a higher-quality level screenshot
-Major overhaul on bot paths; they should now visit many places they previously did not, and collect all the powerups
-Removed 2 Armors and replaced them with Health Vials and Thigh Pads.  There were previously 5 Armors in the map!
-Fixed the HOM on the masked grate near the Mega Health
-Added very dim zonelighting, and increased brightness in some rooms.
-Removed the TorchWaver effect on all torch lightactors and set them to LE_None.  Performance is better this way, without any real noticeable difference visually.
-Added Instant death triggers outside the map, so players cannot exit the arena (although the towers are still accessible).
-Removed some trim around edges of the pool, to make it easier to jump out of
-Changed Elevator to StandOpenTimed, rather than TriggerControlled
-Added one playerstart; moved around a few others
-Aligned many textures

---------
Map: DMU-Fongy
By: Sidney "Clawfist" Rauchberger
Player load: 2-5
Music: Suprfist.umx

Changes Made to the UT version:  Just a few bot paths were moved around.  Bot paths were not too bad in the original version.

Version 1.1 Changelog:
-Aligned some textures
-Added a playerstart

---------
Map: DMU-HellAbolish
By: Sidney "Clawfist" Rauchberger
Player load: 2-8
Music: Course.umx

Changes Made to the UT version:  The bots played fine in the original, but I revised the paths anyway to make them even
better.  The bots will now impact jump to the second level from the center of the arena.

Version 1.1 Changelog:
-Added Zonelighting, to increase overall brightness of map
-Aligned some textures
-Changed some brushes to semi-solids, which seems to have reduced HOMs that were previously seen at certain angles.
-Added Blockplayer actors to prevent players from exiting the arena.

---------
Map: DMU-HellShrap
By: Sidney "Clawfist" Rauchberger
Player load: 2-7
Music: NightVision-DM.umx (From the Unreal beta version)

Changes Made to the UT version:  Significant bot path improvements.  The bots will now impact jump to get the shield belt and mega health faster, and will now jump off the side of the ledges to get to the first floor faster.  The bots will visit every room now and won't get stuck anymore.  There were also a few textures that I aligned in this map.  I added a few lights to the underwater area to fix the textures from being completely black. (it
looked really ugly before)  I also changed a few weapon and item locations.

Version 1.1 Changelog:
-Made a higher-quality level screenshot
-Changed music from K_Vision to NightVision, the Unreal beta track.
-Removed the Automag that was never converted in the first version
-Brightened up parts of the map a little, and enhanced the lighting overall.
-Added Jumpboots, and Jumpspots for the bots
-Changed the lift to StandOpenTimed, and removed the trigger.
-Added two playerstarts
-Improved bot navigation
-Removed a Flakammo and Pulseammo in the lavaroom (there were previously 4 of them grouped together).

---------
Map: DMU-Horbteep
By: Sidney "Clawfist" Rauchberger
Player load: 2-7
Music: Mdr_Mtune.umx

Changes Made to the UT version:  The bot paths were revised to make the bots navigate the water areas better.  They also 
jump down from ledges to the bottom more often, and will impact jump to the rooftops to get powerups and other items.  The
bots will now occasionally jump from the sniper tower to the rooftop instead of impact jumping. (it can be faster)  I 
changed the textures of the teleporters.  The teleporter color corresponds to the place it will bring you now. (in the
original version you couldn't even tell they were teleporters)

Version 1.1 Changelog:
-Made a higher-quality level screenshot
-Significantly improved bot paths; added jumpspots.
-Aligned all cliff face textures, towers, and many others.
-retextured a few things
-Added Particle effects on ground teleporters
-Added zonelighting, and increased brightness of a few areas.
-Changed hue in (blue) tower, to better match the ground teleporter
-Added 2 playerstarts

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Map: DMU-Krandura
By: Rogelio Olguin aka desperado#2
Player load: 4-12
Music: Enigma.umx

Changes Made to the UT version:  More player starts were added into this map.  The original only had 5, resulting in spawn deaths with more players than that.  The bot paths were revised just a little.  The bots will now use the elevator properly, and won't get stuck on a few of the ledges. 

Version 1.1 Changelog:
-Improved bot paths further; added many jumpspots
-Changed mover to StandOpenTimed
-replaced the buggy doubleenforcer actors with regular Enforcers
-relocated the ThighPads (they were previously right next to Armor).
-Added another pair of Jumpboots, and some Health Vials to the map.
-Added 2 playerstarts; changed direction of a few others


---------
Map: DMU-Meenoclyps
By: Sidney "Clawfist" Rauchberger
Player load: 3-8
Music: Abearcal.umx

Changes Made to the UT version: Fixed quite a few bugs.  Almost all of the lifts in this map were not black, so I had to almost remake the lifts to make them lit-up.  There were a few BSP holes in this map that I fixed as well.  I had to move a few brushes around to get rid of a big BSP hole in the center tower window.  The lift speeds were increased, and sounds added.  There were many corners and parts of the original map that were not lit up at all, making it very Difficult to see.  They now have some light so you can see. I added a mega health to the water hole in the lower floor, to make a better reason to jump down there.  The bot navigation in the original map was pretty bad...  They wouldn't use any of the lifts, and could not get from one floor to the other without starting out there.  The bots will now explorer the entire map very well, and will go to the towers often to get the Eightball guns.

Version 1.1 Changelog:
-Added ZoneLighting and increased brightness of map quite a bit
-Changed the level screenshot
-Reduced size of lens flares on torches
-Added bot-only kickers around the edges of the map.  This prevents bots from getting stuck on ledges, so they fall in the lava like they are supposed to.
-Added some blockplayer actors between buildings in crevices where players could get stuck by doing an impact jump.
-Aligned some textures
-Further improved bot paths
-changed direction of a few playerstarts

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Map: DMU-Recoil
By: Martin Beusker aka ReGressor
Player load: 3-10
Music: Firebr.umx

Changes Made to the UT version:  The bots will now use all the lifts properly.  They will now visit every room and impact jump to get powerups.  I added a mega health on top of one of the windowsills that requires an impact jump or jumpboots to grab.  I changed around the secret elevator that leads to the Udamage in order to get the bots to go up there.  The bots should now collect the Udamage in the secret area with no problems.

Version 1.1 Changelog:
-Changed the level screenshot
-Changed door in secret udamage area to TriggerControlled, and decreased the StayOpenTime of lift.
-Increased Brightness in many areas
-Aligned a few textures
-Placed blockplayer actors in a few spots the player shouldn't be
-added jumpspots and improved bot paths


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List of New Music Used:

Track Name: Abearcal.umx - "A Bear Called Otso"
Artist: Tommi Arrela
v1.1 Changes: Added proper loop, and decreased the volume slightly.

Track Name: bam-vfh.umx - "Voices From Heaven"
Artist: BAM

Track Name: extreme.umx - "Xtremely Xecutable"
Artist: Anders Akerheden

Track Name: Mass-morphine.umx - "Mass!"
Artist: Morphine^RBI
V1.1 Changes: Renamed from "Mass.umx" to "Mass-morphine.umx", due to several people informing me of file conflicts.

Track Name: mdr_mtune.umx - "Magnificent Tune '98"
Artist: MaDeRa
v1.1 Changes: Added proper loop

Track Name: UFOPIDT.umx - "ufopidtic"
Artist: Chronic
v1.1 Changes: Added proper loop

Track Name: Point.umx - "Point of Departure"
Artist: Necros

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How to install:

Unzip all the files that end in .unr to the Unreal Tournament Maps folder.
Unzip all the files that end in .utx to the Unreal Tournament Textures folder.
Unzip all the files that end in .umx to the Unreal Tournament Music Folder.

That's it! The maps will now appear on the bottom of the Deathmatch list in UT.

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Other Information:

I had a lot of fun converting these maps. I hope you all enjoy playing them as much as I enjoyed converting them!
-Lightning Hunter

e-mail:  LightningHunter @ Hotmail dot com

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