README File for DM-L'OkiVillageDE1.unr
Dated Nov 19, 2004

*** DM-L'OkiVillageDE1 ***
A great Deathmatch Map for UT !

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Title                : DM-L'OkiVillageDE1
Filename             : DM-L'OkiVillageDE1.unr
Version              : 1.0,  Nov 19, 2004

Author               : L'Oki, and some help from Dawn

Email Address        : Dawn <arkdesign@psln.com>

Websites             : Get this map at these locations:   
In US: 
http://www.UTGoddess.UnrealPalace.com/files/

                       
Credits to           : Dawn, for her assistance and testing.
		       
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Play Information:

Game                 : Unreal Tournament - tested on versions 436, 440, and
                       451, but should work on all versions.

Requirements         : None, other than a standard installation of UT.

Single Player        : No
Deathmatch           : Yes!
Domination           : No
CTF                  : No
Assault              : No

Recommended # of Players: 4-10.

New Graphics         : No
New Sounds           : No
New Music            : No
New Game Code        : No


Construction:

Base                 : All original
Editors used         : UnrealEd2
Build Time           : 100 hours...
Known Bugs           : None to report, except for very minor HOM at the extreme fringes.
                       in a couple places.
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Description:

Dawn writes:

L'Oki and I first met on my UT Deathmatch server, Dawn's Deathmatch Palace, back in late 2001.  He had recently become a member of clan Cobra, and all the Cobra guys were playing and practicing there.  He was an excellent player, but I soon learned he was also an excellent conversationalist with a quick wit.  We hit it off great and he mentioned his interest in learning mapmaking.  As I had done with a couple other friends, I sent him tutorials and links and offered my assistance on specific problems.  Of course, he immediately wanted to make his first Great Map without benefit of playing around with smaller, simpler test maps, an urge that has been present in every one I've assisted so far.  And so, in January of 2002, L'Oki began his first map, tentatively entitled EwokVillage, in which a forest of giant sequoia-like trees support an ancient race of tree dwellers.  Thus began L'Oki's 5 month effort to produce a ready-for-primetime Deathmatch map and see it premier on my server.  After a couple versions passed back and forth between us, the name changed to L'OkiVillage, perhaps at my urging, I don't remember clearly.

Most players will never appreciate the special difficulties this map presented to L'Oki and myself, but I can recall how we struggled with incorporating all the features L'Oki wanted while still keeping the framerate to an acceptable level.  A huge percentage of this map is visible to a player almost anywhere he stands, and that presents a challenge for keeping the number of viewable polygons low enough to make the scene render quickly.  Many versions of this map were dogs!  We went through something like 50 versions of this map in a 5 month period, passing them back and forth before we arrived at a workable, polished product.  L'Oki did most of the work and I was the cruel taskmaster who shot down version after version and drove L'Oki nearly to tears.  He probably still has some bald spots on his head from tearing his hair out over my suggestions and critiques!  Twice, I told him he should start over from scratch for various reasons, and often I would suggest he was almost finished, only to find hours of additional work that needed to be performed.

To his credit, L'Oki hung in and eventually produced DM-L'OkiVillage, which premiered on my server in mid May of 2002.  End of story?  No, we soon learned that not all computers and not all video cards are alike - a disturbing number of players began reporting the map was too choppy to play.  After a few months, I pulled L'OkiVillage from my server and pondered some sort of remake to fix the framerate problems.

Time went by and both L'Oki and I were busy on other projects, but eventually, in August of 2003, L'Oki got the bug again and so did I, so L'Oki began work on a new version of L'OkiVillage.  Progress was slow and not particularly fruitful - the old problems related to polycount remained.  2003 gave way to 2004 and once again, L'Oki and I became too busy with life's pressing matters to push on with the new design.  By July of 2004, L'Oki had thrown in the towel on this map, despite having produced two other excellent maps in the meantime.  Fast forward to November of 2004:  I had produced a couple more maps of my own and learned some new tricks in the process which I knew would have a great effect upon any new version of L'OkiVillage.  It took me only a few days to construct a fully working, fast version, which I named DM-L'OkiVillageDE (DE = Dawn's Edition).  I still give L'Oki full credit for this map even though I remade it entirely from scratch.  It was his idea and his tireless hours of effort that made it possible to produce my fast version.

Look for pictures on the sides of trees and step into them.  Look for colored glowing lights in places and investigate those areas thoroughly.  If you fall to the ground, rush to either of the lighted trees and hop the lifts back up.  Don't miss the two sniper nests higher up in the trees.  Check out that boarded-up opening in one of the trees.

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Special Information:

Just place the DM-L'OkiVillageDE1.unr file in your UnrealTournament\Maps Folder and you're ready to play!

Direct any bug reports to me at my email address.

- Dawn Knight

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Legal/Copyright stuff

DM-L'OkiVillageDE1.unr is Copyright (c) 2004 by L'Oki

DM-L'OkiVillageDE1.unr must only be distributed freely and in a manner that includes this readme.txt file!

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Other maps by L'Oki: DM-L'OkiArena, DM-L'OkiMine, Dm-L'OkiOutpost, DM-L'OkiTemple

UT maps by Dawn Knight: DM-Bathroom-DawnsSniperHeavenA, DM-Bathroom-DawnsSniperHeavenB, DM-DawnsRoulette, DM-OutsideWithDawn, DM-DawnsMonument, DM-DawnsInferno, Dm-DawnsTreasureIsland, DM-BedroomDE, DM-Dawns500, DM-DawnsCoriolis, DM-DawnsDeepSpace, DM-DawnsAlpenUberfall, AS-Zeppelin

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