
				2004.08.07

               +++++++++++++++++++++++++++++++++++++++++++++++++++++
               Ironhide (Redux) by Joe Swinbank
               +++++++++++++++++++++++++++++++++++++++++++++++++++++

        Title: Ironhide
    File Name: DM-Ironhide-Redux.unr
         Game: Unreal Tournament - Deathmatch
      Players: 2-4
       Author: Joe Swinbank
       E-Mail: joe@om9zer.com
     Web Site: http://www.om9zer.com/leveldesign
      Credits: Iikka Kernen for the beautiful IK3DM2 textures. He holds
               all the rights to these. His web site is located at:
               http://www.planetquake.com/ikq/index.htm.

  Description: At dawn, an acient pagan temple incarcerating an eternal beast
               from whom the place is named after.

               * This is a new version of Ironhide with substantial
               improvements to both gameplay and looks.

      Changes: Gameplay:

                  + Thighpad hall pulled closer to rest of map - faster
                    to get to and through
                  + Two more shortcuts added: one from minigun to central;
                    one from central to flak bridge - increased connectivity
                  + Central "drop-down" adjusted and another added at
                    opposite corner
                  + See-through grate added directly above armor in central
                  + RL switched with PG - more balanced, more useful
                  + Extra Enforcer pickup added to central
                  + Weapon pads adjusted / moved inward - another effort to
                    speed things up.

	       Asthetic:

                  + Entirely revamped lighting, plus coronas - started over
		    from scratch
                  + Another sky-light grate added on ceiling of central which
                    lets light in from the sky

 
        Notes: The initial idea for the map was to make a rolling floorplan
               where each area flows into the next with short increments of
               wide steps.

               Due to the openess of the map I excluded the sniper and
               shock rifles because they were too dominant and made the
               other weapons obselete.

               There are three "shortcuts" in the map that really let you
               get around faster. Look for the protruding bricks.

                               ____________________



