================================================================

Title                   : The Reprimand Chambers
Version                 : 2.0
Release Date            : 7/31/00
Filename                : DM-Reprimand][.unr
Author(s)               : Ryan Crichton
Email Address           : ryancrichton@yahoo.com
Web Page                : 
Description             : DeathMatch arena set in an ancient reprimand area.
Where to get this map   : http://www.planetunreal.com/nalicity
Other levels by author  : 
Additional Credits to   : Epic Megagames and the entire Unreal team
			  for the editor and the incredibly superior FPS:
                          Unreal Tournament

Additional Thanks to    : Those at, and who contributed to planetunreal.com, /unrealed,
                          /nalicity, and unrealized.com

                          All those who've submitted maps online

================================================================
--- Play Information ---
Game                    : Unreal Tournament
Level Name              : The Reprimand Chambers
Gametype		: DM
New Sounds              : No
New Graphics            : No
NewUnrealScript         : No
External DLLs           : No
Known bugs              : Some objects float over open trap doors, lower frame rates may
                          allow one to escape a trap, some frag points not given to the trap
                          springer

--- Construction ---
Editor(s) used          : UnrealEd & UnrealEd 2.0
Base                    : New Level
Construction Time       : 

Installation
------------
   Copy the DM-Reprimand][.unr file to your UnrealTournament\Maps directory.
   Author is not responsible for any problems resulting from such file transfers, nor for
   problems resulting from playing this map, though this is very unlikely.

Extended description:
--------------------
   Ancient punishment area for wrong-doers.  Discovered and slightly modified by the Liandri
   Corp., it is now used as a DeathMatch arena.  Activate traps by walking over the foot-
   switches.  Lobbing a flak shell or a few rockets into the lava pit may get you an easy
   frag.  Redeemer takes some work to aquire.  Level NOT intended for translocators, low-
   gravity or jump match, so don't use 'em. (You'll see why when you play)

Author's Notes
--------------
   I haven't noticed the movers becoming partially invisible (as they did in the last
   version), but that still may be a bug.

   Whoever springs a trap does not always get a frag, should the trap cause one.  Guess
   frags will have to be earned the old fashioned way.  However, if you should trap someone
   in the crusher, you should get credit (I do running version 420).  Because this is 
   encroach damage which causes frag credit, having someone pinched between the two sweeping
   bars or squeezed in the exiting doorway (in the crusher room or lava ditch room) should
   also give you frag credit.

   You may want to turn your volume down a bit:  The lightning is loud.

   Word to the wise: The BioSuit's protective properties are lost when you get the shield
   belt, so you may want to walk around the sheild belt (sucks, huh) to keep it in effect.
   Getting the BioSuit AFTER the sheild belt works fine, though.

   The level was tested on a P2 400 with a Voodoo 3 2000.  With 10 players and dynamic 
   lighting turned off, framerates remained adequate.
   

 Explanations:

   Though the level could manage more than 10 players, exceeding this number can
    really cause low frame rates when too many players are in the same area. A dozen or more
    really keeps things busy, if your computer can handle it. (Keep in mind that there are
    14 player starts)

   There aren't many ammo pickups.  Instead, the current weapons regenerate every 15 seconds
    (except the the sniper rifle the Flak Cannon, the BioGun, and the Redeemer).  This is to
    keep mesh counts low and increase frame rates, and to keep people moving for more
    ammo/weapons.

   Bots can sometimes (though rare) get stuck next to the BioSuit or Invisibility.  I was 
    going to correct this, but dropped it.  The stuck bot startled the #$%@ outa me when
    I went for the Biosuit, and I feel since it doesn't happen often, it's a nice touch.

   Players can also get stuck in these rooms, since the only trigger to open the door is in 
    the holding chamber.  This is intentional.

   The two movers referred to above don't have a grove to fit in.  This was intentional.
    It's a big room, why give it more polys?

   The Damage Amplifier has a new look: One, because I simply like the new look, and
    Two, because I figured turning off the reflective mesh might improve CPU speed a bit.
    (though I could be wrong)

   The holding chamber uses multiple bars instead of a bar texture with a semisolid
    invisible block.  This was so you could actually SHOOT through a gap you could SEE 
    through and of course block shots that hit, rewarding those who take good aim.
    The bars on the lava ditch mover CAN be shot through, though. (to keep the mover simple)
  

 Updates from last version:

   * Zones have names for team games. (and for possible DOM version release).

   * Announcer voice "CAPTURE" announces when a player is caught in a trap, with screen 
      message

   * Lightning Strike and Spike Pit damage message (affected player only).

   * 'Structural support' (Why else would it be there?) wall added near sniper perch to
      decrease activity and decrease easy frags from those randomly spraying their extra
      rounds. (this area was much too active in last version)

   * No passage from Trial Area to to the Lava Pit via the sniper perch.  This lessens bot
      activity in these three areas and increases it in the other areas, for better activity
      spread

   * Jump boots added to sniper perch.  Use 'em wisely.
 
   * Sniper gun moved from sniper perch to roof (with a 70 second regeneration).  Now 
      snipers don't have the luxury of staying in the perch, and must spend their 8 rounds
      wisely.  Be advised: there is a bad blur to the right side of the lava pit when using
      the scope with a strong zoom. (never could get rid of it)  You may want avoid zooming
      in.

   * Jump spots for bots to get on the roof, should you be menacing them from there (if they
      happen to have the jump boots).  They will sometimes go get the sniper and use an
      ambush point nearby, though not often.  

   * Bots have a better view of the lava pit area from the sniper perch, so they won't just
     stand there idle, oblivious to the action below.
 
   * Impact Jump spots for bots to get on suspended platform (since the walkway was removed)

   * Flak Cannon moved to suspended platform, increased to 30-second regeneration, and Flak
      ammo removed.  This weapon proved to be too dominant because of the tight corridors.
      Now Flak rounds must be spent more conservatively, evening things up.

   * Skybox terrain texture no longer shows top-edge texture wrap-around in Low/Med
      resolution.

   * Some ambient/mover sound radii reduced.

   * Triggered lights which brightened the sky and Trial Area during lightning were added
      and then removed. (why mention this?  In case you're wondering "why doesn't the room
      or clouds light up when lightning strikes?"  Well, because it HALVES the frame rates 
      (though it was a REALLY nice effect).

   * Lightning now strikes for 3 reasons.  The Foot-switch will cause a strike (though it
      can't be repeated as often); It will strike on its own, every minute or two; and just
      standing on the metal top to the stairs will increase the odds of a strike.  There is
      ABOUT a 1 in 10 chance every time one crosses the top. (odds increase if you just 
      stand there)

   * Lightning bolt now bends out of view (instead of disappearing straight up).

   * Damage radius increased around lightning strike.

   * trap-door rooms no longer share line of sight with bar-trap rooms.  This improves
     frame rates and reduces LFR caused escapes in bar-trap rooms.

   * bar-trap groves have been removed (ya, it doesn't look as real, I know) to further 
     increase frame rates in bar trap rooms, and further lessen LFR caused escapes.

   * side entry bars move parallel to wall, eliminating encroach damage on sweep just prior
      to Capture.

   * One unit damage trigger just below trap doors eliminates bots hovering there. (though
      some other objects still will.

   * Weapons removed from barrels, stopping bots from hanging around on the trap doors.

   * Feedback bug causing hum on Roof (from reverberating low wind sound) fixed.

   * Fewer ammo pickups to reduce mesh counts, compensated by faster weapon regeneration.
   
Copyright / Permissions
-----------------------
This level copyright 2000 Ryan Crichton (except those rights owned by Epic).

Other authors may NOT use this level as a base to build additional levels.

You are NOT allowed to commercially exploit this level, i.e. put it on a CD
or any other electronic medium that is sold for money without my or Epic's explicit
permission!

You MAY distribute this level through any electronic network (internet,
FIDO, local BBS etc.), provided you include this file and leave the archive
intact.

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