================================================================
Title		: Rocket Puncture
Version		: 1.00
Release Date	: June 4, 2000
Filename		: DM-RocketPuncture.unr
Author(s)		: Sapient6 (Jonathan D Campbell)
Email Address	: sapient6@mediaone.net
Web Page	: http://unreality.dk/s6design
Description	: Arena deathmatch.

Other levels by author  :	DM-Absolution
		 	DOM-VertigoRidge
			DM-Acidburn
Additional Credits to   : 
			Beta team:
					{DvT}Blecht
					{DvT}Dagger
					{DvT}Oldman
					{DvT}Phoenix
					Preacher
					Q

			Inspiration / Support:
					Warren Marshall for help with the 
						2d shape editor
					Elliot "Myscha" Cannon, for showing me 
						how fun an arena can be.
					Clan Deviants, for support and friendship.
					My Wife, for all the support in the world.
================================================================
--- Play Information ---
Game		: Unreal Tournament
Level Name	: Rocket Puncture
Game Type	: DeathMatch
Ideal Player Count	: 2-8
New Sounds	: None
New Graphics	: None
NewUnrealScript	: None
External DLLs	: None
Known bugs	: None

--- Construction ---
Editor(s) used	: UnrealEd
Base		: From Scratch
Construction Time	: Four days (hey, its small, so give me a break!)

Installation
------------
Download DM-RocketPuncture.zip (which you already did)
Unzip DM-RocketPuncture.unr to your UnrealTournament\Maps directory

Extended description
---------------------------
A hybrid cross between Morbias and Letting, with my own twisted ideas 
of balance and flow.

Author's Notes
--------------
I rarely ignore playtester remarks. I'd like to take a moment to address a 
few areas where I disagreed with some comments and explain why:
1. Spawning right in the middle of the action is unavoidable. It's a small 
   map, and nothing is really "out of the way". This happens in arena maps 
   and it's part of the game.
2. More health: I think more health would be a big mistake. If you take 
   damage now you immediately have to start thinking about how you're 
   going to get to the health. And since it isn't all in one place you have to 
   be really careful and alert.
3. Replacing UDamage with armor or a redeemer: well, armor really has 
   no place in this kind of map. It's too much of an advantage with low 
   health counts and everything being line of site. The redeemer in Morbias][ 
   ruined the map, in my opinion. I'm not about to ruin my own this way. 
   Meanwhile, the UDamage really doesn't give that much advantage to its 
   holder, but its funny and quickens the pace. The bottom line to this map 
   is that the pace be FAST.
4. Adding other weapons: Nope. Might as well say "add more rooms". 
   Other weapons would ruin the feel and purpose of the map, and I won't 
   have that. This is a rocket launcher map.
5. Camping the top of the lifts: see #6
6. Lifts are too fast: This is to make camping the lifts dangerous.


A note on poly counts:

With shiny surfaces turned off, the highest poly count I could find was 
still a bit high. Somewhere around 180 or so. With shiny surfaces on it 
becomes possible to find poly counts as high as 250 in a couple of spots. 
This is very high. This means that smaller machines just wont do shiny 
surfaces on this map, and even better machines will take a big fps hit.

So here's my take on it. If you're a serious gamer and the play to win 
sort you've already done a few things without ever looking at my map. 
You've turned off shiny surfaces, volumetric lighting, and coronas, because 
these things only hinder your performance and all you care about are 
your Frames Per Second. On the other hand, if you're an eye candy sort 
of person you have all these things turned on. You've probably gotten 
killed running down the hall in Curse][ towards the UDamage because the 
corona there hid an opponent coming the opposite way. If you're this kind 
of person you don't care as much about FPS, and you want eye candy. 
The shiny floor in Rocket Puncture looks SWEET. So anyone who 
complains about it doesn't like shiny surfaces anyway, and ought to turn 
them off and shut up.


Copyright / Permissions
-----------------------
This level is copyrighted by Jonathan D Campbell 2000.

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

You MAY distribute this level through any means (internet, CD, etc.), 
provided you include this file and leave the archive intact.
