Very cool (forgive the pun) and stylish. Not bad at all for a first time map.
================================================================ Title : IceDemon Version : 1 Release Date : 12/03/03 Filename : DB-IceDemon Author(s) : Stephen 'FunkyGibber' Williams Email Address : firstname.lastname@example.org Web Page : www.mistee.demon.co.uk Description : Deathball level...ice hockey style Other levels by author : DM-Gyro][, DM-Tron2002 Additional Credits to : My good canadian mate Paul 'Phragmites' Ligas for his infinite NHL hockey wisdom. ================================================================ --- Play Information --- Game : UT2003 (deathball mod) Level Name : IceDemon New Sounds : DemonSounds.uax New Graphics : IceDemons.utx New Static Meshes : IceDeathBall.usx Known bugs : None --- Construction --- Editor(s) used : UnrealED3 Other programs used : Photoshop 6, Irfanview, 3DS Max 5, Soundforge 5 Base : New level Construction Time : on and off for three weeks ================================================================ Notes ----- Although I've produced several maps for UT, this is the first map I've produced for UT2003. I decided to design a Deathball map because the mod promotes a single room design which I thought would provide me with a good base from which to learn Ued3. I decided to jump in at the deep end and produce new static meshes using 3DS Max 5 (ceiling supports, scoreboard, goals, monitors etc). I realise that this has increased the file size and may place a strain on lower-end systems, but this project was always about learning to use 3D software. As always, I wanted to make the surroundings react to the players' actions so I used plenty of movers, triggers, special events etc. to create a rich environment. Crowds react to gameplay by cheering, and when goals are scored, the klaxxon sounds, lights flash and the scoreboard displays the winning team. I recently upgraded my computer and the map runs smoothly with settings maxed out, but I've a feeling players using lower-end systems may want to reduce a few settings. But I recommend that detail textures is left on because this adds scratches to the surface of the ice and makes the radar more visible. Leaving coronas on will help players to distinguish which side is blue and which is red, as the appropriate coloured light hangs above their respective goal. Finally, I'd suggest turning off the music, or the hockey organ tunes won't be heard over the track. Installation ------------ Place DemonSounds.uax in the UT2003/Sounds folder. Place IceDemons.utx in the UT2003/Textures folder. Place IceDeathBall.usx in the UT2003/StaticMeshes folder. Place DB-IceDemon in the UT2003/Maps folder. Copyright / Permissions ----------------------- 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 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.
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