September 20th, 2001

Construction Information
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Map Title           : DM-TimeKeep for UnrealTournament Deathmatch
Version             : 1.2 (Final)
Author              : Cryoburner
eM@il               : Cryoburner@Flashmail.com
AIM/Yahoo Messenger : Cryoburner3000

Buildtime           : 2 Weeks (+ a few days worth of small additions)
Editor              : UnrealEd 2.0
Players             : 4-16
Bot Support         : YES


Installation
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Extract the file DM-TimeKeep.unr to your UnrealTournament/Maps folder, and keep this Readme, too, if you want.

Map Information
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Description: The Keep of Time was once the center of a great city on the shores of a faraway ocean.  It was constructed many ages ago, by a civilation who held the power on their planet, in order to keep track of a universal time.  The clock at its center was designed to run accurately for many thousands of years, as a testament to the nation's everlasting reign.  It was well guarded, and built to withstand the damaging effects of hostile uprisings and weather.  It even outlasted the civilization that built it.  Ancient records say that a 'rain of fire' once engulfed the planet.  The elements of the world seemed to go chaotic, and the ravaged planet destroyed its own inhabitants.  A great flood, and rise in sea level apparrently destroyed the great city, but the Keep of Time stood still, anchored deep into the very ground that formed the graveyard of its creators.  Now, the keep remains, as a monument to a forgotten time.

Notes: This map came to me as I worked on it.  I started at the center, and worked outwards.  The only place where I ran into any real problems was getting the bots to use the complex jump pad arrangement in a relatively normal way.  I was able to finish the architecture, texture placement, and weapons placement in the first week.  The second week was mainly spent on bot pathing.  Now, my bots perform fairly well, after many hours of tweaking lift exits and jump spots.  They get the Redeemer, Keg, DA, Armor, SCUBA, and all of the weapons quite regularly.  They do have some problems trying to make the jump to the Invis and the SB, but they occassionally get those, too.  They are also willing to snipe, navigate underwater, and will usually get out of the water before they drown.  There are lots of z axis opportunities in my map, allowing for some fast-paced action.  This is the first map that I have released, but I have partially completed a few others for UT, and a couple for the original DOOM, if that counts. Overall, I am happy with the results.

Thanks to: Devjackalman, Deathbliss, and everyone else at the UnrealEd Exordium Mapping Forum.  Without them, my cat, and the many voices in my head, I may have never created this map.

If you have any questions or comments on this map, feel free to email or message me at the top addresses.  

Copyright / Permissions
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This level is copyrighted by Cryoburner, 2001.
If you have any questions or comments on this map, feel free to email or message me at the top addresses.  If you want to use a part of my map for your own, please contact me.  I'll probably say "yes", anyway.


Authors may NOT use this level as a base to build additional levels. 
You are NOT allowed to commercially exploit any part or parts of 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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UNREAL (c)1999 EpicGames, Inc. All Rights Reserved. Distributed by
GT Interactive Software, Inc. under license. UNREAL and the UNREAL logo are
registered trademarks of Epic Megagames, Inc. All other trademarks and trade
names are properties of their respective owners.