LEVEL NAME: Warzone 1: Ruin
FILE NAME : DMWZ1.unr

AUTHOR: Gary 'GrimWar' Blauvelt
EMAIL : megahero@javanet.com
WWW   : www.lrsgames
ICQ   : 5685537

Start Date : 6/21/98
Finish Date: 6/26/98 (Day of the Sin Demo! ;P)

LEVEL TYPE   : Deathmatch
PLAYER SPAWNS: 7
BOT NODES    : Yep!

RELEASE #: 1

KNOWN BUGS: The lift in the temple seems a bit flakey, looking into
	a fix.  Dunno what really caused it.  I will try to improve
	bot play, they seem avoidant of some areas...maybe I just
	need to make them more attractive to bots.  Report any more
	if you find em.


CONCEPT: Originally my plan was to make a level where you simply
	 fight in the ruins of a war torn town, like the scenes
	 of London or Berlin during world war one.  But since I
	 didn't have a good texture base for it, I opted for a more
	 ancient look to the level and later I will make some
	 victorian looking textures.  Ruins 2 will contain my
	 new textures, creating more of a Warhammer 40k feel to it.
	 Hey, now there's an idea...someone should make a WH40k
	 mod! I would do it, but my time is limited as much as my
	 mod making skills...I'll have to look into it.


COMMENTS: Welp it's my first non-experimental map. I have dropped
	the novelties of my last level (such as heavy foggy dark
	rooms). Instead I have opted for a cleaner looking, well
	lit level without all the whistles and bells that aren't
	nescisary in a deathmatch/botmatch level.  So that leaves
	the heavy toll on architecture which I was little dissapointed
	in.  But this is the editing limitations of the editor 
	I have come to relize as I couldn't get the rock formations
	to look the way I wanted.  So, in future levels I will be
	using a combination of Bryce3D, RayDream Studio and 
	3D Studio for more natural looking scenery.  This may take
	a little longer per level (especially since I have no
	idea what the size ratios from those programs are to the
	Unreal Editor).  So from here it can only get better...I hope!

RELEASE NOTES: Release 1 Beta
	Well, I like to release levels unofficially first, let
	people try em and find my errors or make comments.  My
	last level had 3 releases which was more than I wanted,
	but it was my fault for not fixing some stairs and 
	bot nodes in the 2nd release. So, anyway I will let this
	level go on it's first release and see what happens.
	Please send me comments and bug reports so that I can
	improve on the level.

WARZONE SERIES
	My mission here is to create great looking, fast
action levels for deathmatch.  But I am going to do something
different than the norm for these levels.  In botmatch, the
levels will be pretty straight forward, but in a deathmatch
game vs other players, you will have a goal to complete.
I am designing each map with a different sort of goal. Anything
from creating a super-frag in which you kill all the other
players (like in DMFour), to finding certain 'keys' to 
'win' the level.  Others will feature team play for an even
better experience team vs team.  But as I said, they will
have two modes, deathmatch and mission match as I like to 
call it.  Fort Frag will be the first. It's mission will be
to ignite the bomb and get the super frag.  It's pretty simple,
and planned that way as I learn more about the editor to
create more complex goals.

Fort Frag 2	- A map I originally made for Quake2 but after taking
		  3 days to vis the level I gave up, So here it comes
		  for Unreal Deathmatch! A few buildings with tunnels
		  and an outdoor area.
Lava Town's Revenge 
		- This map was a map I made for Quake1 which I never
		  did release. But I figured that I would remake
	          the level for UnReal since I thought it was a 
		  good level (if not a dangerous one to walk in).
Cargo 42 	- Battle aboard a cargo cruiser, just be careful
		  of the airlocks!
Ruin 2		- The original concept for Ruin. WH40k baby!
Cyborg Compound - Continuation of the Fort Frag atmosphere.  Which
	          I never got to do for Quake 2, but I still have my
	          sketches.
		
Peril		- Always wanted to make a map full of traps.  But not
                  just everyday traps, interactive tricky ones. I onced
		  managed to pull it off in a Doom2 level in which a
	          player could take over a control room and set off
                  various traps against the other players. Amusing
		  but in Doom2, you didn't get frags for environment
                  kills.
Maze Run	- Nobody really likes maze levels in 3D
		  first person shooters due to the searching
		  one has to do in order to find your 
		  intended target.  But I'm planning on
		  an interactive maze that will try to kill
		  you as you try to kill it and other players.
		  Just watch it as the maze changes it's paths
		  and you end up at a 'dead' end.
Portal War      - As soon as team play is fixed, this map should mean
                  something.  This will be primaraly designed as a
                  team play map where the team's goal is too keep
                  thier base from being destroyed by the other team.
                  I have some early sketches, but I am going to wait
                  for the multiplay patch to come out before I commit
		  to anything (or commited).

Each map will take 1-2 weeks to build depending on my schedule.

OTHER MAPS BY ME

Over the Edge - Quake 2 deathmatch map. 
		Download at: deathed.stomped.com
Caves	      - Duke 3D dukematch map.
	        Availible at too many places. I don't even know anymore.


PS: I have a ton of unfinished Quake 2 maps if anyone wants them.
    Just things I tried, but either moved on or found that I was
    too impatient to wait for these things to vis.  Unreal is great.
    BING! Even the huge SP maps only take at most 5-8minutes to
    finish building.  Wish that were the case for Quake 2 maps, 
    would have made level editing a hell of a lot more fun and
    effiecent. Oh well.
