ReadMe for DM-Malevolence-LP for Unreal Tournament 3
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               Title: DM-Malevolence-LP
              Author: PlayForGG
             Contact: 
         Website URL: -
        Release Date: March 14, 2014
         Last Update: -
             Version: 1.2 final number 3



Credits:
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Thanks:

- Scott "Cr4zyb4st4rd" Coxhead for the textures, the sky and DM-Edge on which the visuals of this map are heavily inspired.
- Rich "Akuma" Eastwood for the original DM-Malevolence for UT99.
- Stevelois for the Enforcer pickup tutorial.
- Everyone that helped with feedback.
- Epic Games for this awesome game.


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Play Information
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                Game: Unreal Tournament 3
            Platform: PC
          Level Name: DM-Malevolence-LP
           Game Type: Deathmatch / Duel / TeamDeathmatch
            Botmatch: Yes
       Single Player: No
            Teamplay: Yes
        New Textures: Yes
          New Sounds: No
           New Music: No
        New Mutators: No
                Mods: -

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Construction
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          Build Time: around 14 weeks
          Ideal Playercount: 2 - 6 Players
          Editor(s) Used: Unreal Editor 4.0
          Known Bugs: The map is cursed.

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Installation
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DM-Malevolence-LP.ini, DM-Malevolence-LP_LOC_int.upk and DM-Malevolence-LP.ut3 => ...Documents\My Games\Unreal Tournament 3\UTGame\Published\CookedPC\CustomMaps

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Extended Description
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- Since the old facility has been destroyed through the fights, Liandri corp. decided to rebuild the Malevolence arena with only one purpose, being capable of sustain ludicrous amounts of damage from the warriors.

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Changes since DM-Malevolence-LP v.1.1
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Gameplay :

- Removed player collision on wall lights. Weapon collision unchanged.
- Removed player and weapon collision on ceiling lights.
- Rox room doorways revamped, they are now larger look less weird.
- Belt jumppad air control changed from 0.05 to 0.2
- 50a stairs reflect projectiles like a ramp.
- Belt grid frame now blocks weapons. The center still let you shoot through it.
- Belt sideways are 1 floor tile larger. Belt area has slightly changed in consequence.
- Enforcer replaced by 3 vials. Enforcer ammos next to the bio are still present.
- Slighlty moved some ammos.
- Spawn points revamped. There are now 2 spawn points per weapon, each one being at the same distance than the other. It adds a bit of randomness to the spawns.
- A small wall have been added outside the map between the Rox room and the Shock/belt room to remove the invisible lobbed shoots from Rox to belt.
- Removed the 3 pillars around the 30a.
- Blocking volumes, as in a lot of them. Every wall should be covered, and there shouldn't be anymore problems with wall-dodge in the angles. Thanks to Neillithan for the tip.


Audiovisual :

- Removed the water reflection effect because of framerate issues.
- Added a neon above the FLK tag.
- wall fans rotate in the right direction now. Big deal for me ;)
- Doorways revamped.
- Added a couple of lights here and there.


Changes since DM-Malevolence-LP v.1.0
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Gameplay :

- Water volume in the Enforcer corridor to give a sound cue about players' position. (It was missing hard)
- Sniper ceiling changed. (No more Flak bouncing while being safe).
- Belt area is a bit wider.
- Door frames of the Enforcer's corridor changed.
- Small changes on path nodes, now the bots time the armors more accurately and take the 30a more often.

Audiovisual :

- Water pouring from a destroyed pipe in the Enforcer's corridor. The corridor is drowned and there's a reflection on walls/ceiling.
- New custom jumppad with slighlty modified emitter to better fit the map.
- Physical materials set and ambient sounds around the map have been added. (Thanks to Stevelois for pointing out the lack of sounds)
- Some sparks on defectuous neons.
- Vents in the background.
- Link and Sniper ceiling changed.
- The weird-shaped trim on the ceiling of the corridor from Flak to 2x25 healths have been fixed.
- Realigned some textures and trims.
- Materials overlapping on grids fixed.
- some door frames changed.
- Lighting reworked to look a bit more subtle.
- Some optimisation on materials.


Changes since DM-Malevolence2011 v.0.9
--------------

Gameplay :

- Blocking volumes on every multi-material walls so there's no more chance to get stuck.
- Removed the front pillar under the ramp in the Flak room.
- Bio corridor changed from round shape and ceiling to a more rectangular shape.
- Changed a bit the pathing in the Flak room : bots should less often get stuck against the ramp.
- Modification of the Shock/Belt room to allow for more movement and possibilities around the belt.
- Bots can now pickup the belt with the jumpad or a jumplift, they still cannot walldodge :/
- Link platform upped a bit to make the Stinger to Link walldodge a bit harder.

Visuals :

- The name of the map.
- Flak room color change from red to orange.
- Some textures have been realigned or changed to remove weird lightnings.
- Misspelling of the Malevolence tag has been rectified.
- Enforcer tag added.
- Grids in the Rox room modified.
- Hanging wires and water/blood exhaust have been added around the map.
- Pickup bases lowered.
- More buildings in the scenery.
- Fixed light on lift.

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Copyright / Permissions
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This level is copyrighted by PlayForGG.

Authors may NOT use this level as a base to build additional levels without explicit
permission from the Original Author.

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 (web/ftp), 
FIDO, local BBS etc.), provided you include this file and leave the archive intact.

UnrealŪ Tournament 3 (c)1998-2007 Epic Games, Inc.  All Rights Reserved. Unreal 
and the Unreal logo are registered trademarks of Epic Games, Inc.  All other 
trademarks and trade names are properties of their respective owners.

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ReadMe created by NC3's ReadMe Generator.
http://nalicity.beyondunreal.com/