    ______                                        _
   /  _   \                                      | |
  /  / \__/                                      | |  
 /  /_____   ___          ___  ___  __  _  ___   | | __  __      __
 \______  \  \  \        /  / / _ \/ / | |/   \  | |/ /  \ \    / /
  / \   \  \  \  \  __  /  / / / \  /  |   /\  | |   /    \ \  / /
  \  \___\  \  \  \/  \/  /  \ \_/  \  |  |  | | |   \     \ \/ /
   \________/   \___/\___/    \___/\_\ |__|  |_| |_|\_\     \  /
                                                            / /
                                                           /_/
  presents:
  
       - DM-Maris -
  ----------------------     
   - Maris Processing -
_____________________________________________________

title:            DM-Maris
map title:	  Maris Processing
file:             DM-Maris.zip
author:           Swanky
email address:    chunky at surfeu dot de
homepage:	  www.swanky.de.vu
         
_____________________________________________________

story

Originally invented to expand into new living spaces, Maris city is still growing. However, living in 
the open sea, life comes with its share of problems, too. For one, huge data transmitters are needed, 
as well as food for everyone. Maris processing is multiple purpose station.
For one, it packs and sends information across the sea while it also serves as a fuel 
reprocessing plant. Maris Processing Station is newly built, and as it works fully automated, there are
no problems using it as a Deathmatch Arena as well, as people enjoy their evening-beer at the bar nearby.
_____________________________________________________

play information

Bots:             Full bot support
new sounds:       no
new graphics:     yes. DNA.utx, created by 3DTexturizer, S'calain and with edited parts of Akuma's richrig.utx (which is also used)
		  and Pandemoniumtechtex, by Pandemonium
new music:        There is a new song converted from Unreal Championship 2, Transistor, which was made by Kevin Riepl

how to play       Place the .unr file in your maps folder, the three .utx files should be in your textures folder unless you already have these.
		  SWJumppad.u goes to your system dir. Everything else should be myleveled.
                                                            
_____________________________________________________

construction

base:           from the scratch, layout inspired by DM-ColdFusion by Epic (Unreal Championship 2)
editor:         unreal ed 2.0
other progs:    none              
known bugs:     The cannon effect will not work for clients in Multiplayer games.
build time:     Far too long.

_____________________________________________________

misc

 - Larger than your average DM-Map
 - High polycounts!!!
 - Lots of height differences
 - I was inspired by Epics Cold Fusion to do this map. Having made a few DNA themed maps, it was relatively easy to add details.
   Funny though, as everyone keeps telling me this map would have great architecture, it still feels more like having spammed details all
   over the place. I don't really like the architecture here; I have the feeling it could have been more flowing in general, but for it is,
   it seems okay I guess.
 - Uses the same lightscheme as DM-CrescentSun: cyan, pale gold and red
 - I am very happy with the layout of the map. However, it could not have been finished without the help of Pandemonium, S'Calain and most
   importantly Creavion who gave me the final impressions of the layout. Original inspired by another map, it all started with the simple
   recreation of one room from that map with minor tweaks. I then developed the complete outside area with the goal of creating something more
   epic then before, something in the way of FragnBrag. The outside area was quite finished when I begun working on the inside areas, two large 
   rooms with more Z-Axis than in the outside    areas, and also two smaller side areas that merge into the main rooms and serve as separated ramps.
   I first made the room with the small lookout onto a small water pool. You can see it when you look through the large, turquoise windows. Overall, 
   this room acts as nothing more than a huge fighting space with a little ammo and health thrown in. In the final version, everything else has been 
   shifted to other areas.
   Last, but not least, the final cut had to be made in the upper east section which holds two health packs, the Bio Rifle and some ammo packs. I had no
   motivation that convinced me finishing this map, not even until Crev had given me the final impressions to eventually finishing up the layout. Actually it
   was pure luck that drove me to sit back on it again. As I got into the Ed again, one and a half year after I had created DOM-FoT-Alderon, and almost half
   a year after creating CrescentSun, I felt I had lost a lot of my mapping skills. Sure, it's not that hard to cut out a few brushes, but it's hard
   to create a feeling world, to invent an atmosphere that draws you in.
   Yet I had begun working on the map, with problems, though. The initial idea was to make a constant stream of particles flowing into the open sea.
   I had no idea how to do it epic-styled so it would fit the rest of the map. So I sent a PM to effects mastermind and a walking lexica of unrealed 2.0
   knowledge, Revelation. He came up with the solution of the cannon, and made it in a few steps interrupted by discussions. It looked stunning, and I started
   working on the last parts of the map, creating lighting and effects, dropping a few pathnodes and playerstarts here and there.
   Afterwards, this map was released as a Beta. However, as almost every single time, people will always gaze for visuals but not for gameplay. Gladly, there
   are exceptions to this like cooloola and Lord Kafer who helped with blocking and pointed out a few things that I would have overlooked for sure.
   As I am writing these lines, one of the last rebuilds takes place before releasing a final beta for few people.
 - I HATE THIS GODDAM EDITOR -.-

______________________________________________________

version 1.05

 - added a missing file, swjumppad.u to the zip folder
 - added a few missing detail textures to myleveled stuff
______________________________________________________

Credits, Kudos other neat things to nice people

  Creavion (yes, you boy! get inda hood, you've been praised for exceptional feedback in the layouting phase)
  S'Calain (a few conversations 'bout lotsa mangas, a few textures and edits)
  Pandemonium (it seems becoming too normal I am using these textures. i need to get into something new again >.<)
  3DTexturizer (see above. great textures, though)
  Akuma (Richrig.utx - Oh man how do we hate this package - and how do we love it. i used a few textures and made a few edits for DNA.utx)
  Revelation (if i forget you here, i should seriously think about adding you to the author's list in the map file itself. you made the cannon working
		with everything in detail, and gave me one of the most detailed feedbacks. Muchas Gracias!)
  Kevin Riepl (another one of those who are not to forget. he made that overly stunning music track you are dancing to.)
  cooloola (one of these people who will rape you with useful feedback. thank you very much! :)
  Lord_Kafer (he is that bunnyhopper who convinced me of blocking the whole roof)
  XYZ (well the beta toaster didn't roast this map like he did with so many others before. thankfully, that is.)
  Derdak (haven't seen you around for weeks, mate. what's wrong?)
  FnB (used a couple of his textures, and he impresses me with these 1337 designs again and again)
  Vanny (too many too funny too confusing things^^)

  Epic (well, not a huge bunch of good game releases lately, but UC2 was (is) top notch!)

Thanks a lot, Ladies and Gentlemen!
_____________________________________________________

Distribution / Copyright / Permissions 

Copyright (c) 2008 Christian "Swanky" Ahlborn  
All rights reserved.

Unreal tournament is a registered trademark of 
Epic Megagames and Digital Extremes

This level may be electronically distributed only at 
NO CHARGE to the recipient in its current state, MUST 
include this .txt file, and may NOT be modified IN 
ANY WAY. UNDER NO CIRCUMSTANCES IS THIS LEVEL TO BE 
DISTRIBUTED ON CD-ROM WITHOUT PRIOR WRITTEN PERMISSION.

You are not allowed to submit this Zip (FragsOfTime Zip file, DM-Maris zip file)
and especially this Map alone to any Internetsite without my
WRITTEN PERMISSION.

_____________________________________________________
