================================================================
Title : Transitive Inversion
Version : 1.0
Release Date : August 30, 2002
Filename : DM-TransitiveInversion.unr
Author(s) : Sapient6 (Jonathan D Campbell)
Email Address : sleacon@hotmail.com
Web Page : http://www.dvts.org
Description : Arena Deathmatch
Other levels by author : DOM-VertigoRidge
DM-Acidburn
DM-Absolution
DM-RocketPuncture
DM-Acidburn][
Additional Credits to :
Beta team:
{DvT}JonahHex
{DvT}Scorpion
{DvT}Ithaqua
{DvT}Dagger
{DvT}Soapy
[IM8]Monkies
Inspiration:
Morbias
RocketPuncture
Letting
================================================================
--- Play Information ---
Game : Unreal Tournament
Level Name : Transitive Inversion
Game Type : DeathMatch
Ideal Player Count: 4-10
New Sounds : None
New Graphics : Textures for the skybox (TransitiveInversion.utx)
NewUnrealScript : None
External DLLs : None
Known bugs :
1. Bots will not pick up the shock rifle
2. Bots will try to run through the main pillar
3. Bots will attempt to access deactivated lifts
4. Possible to get slow lift doors out of sync
with their lift.
5. Bots won't jump through opening below inner
basement lifts.
6. Slow lift attach lights don't illuminate
during online play.
--- Construction ---
Editor(s) used : UnrealEd
Base : From Scratch
Construction Time : Time is arbitrary and relative.
Lets just leave the answer as "6.3 units".
Installation
------------
Download DM-TransitiveInversion.zip
Unzip DM-TransitiveInversion.unr to your UT\Maps directory
Unzip TransitiveInversion.utx to your UT\Textures directory
Extended description
--------------------
First and foremost this is an arena map. If the server is running
with weapon stay on, then every player will spawn with a pulse
rifle, making that the primary weapon on the map. Like all arena
maps, all spawn points are within the arena, but Transitive
Inversion has spawn tubes to provide you with an extra second to
prepare for your arrival into the fray. This is enough time to have
your pulse gun ready by the time your feet hit the ground. If the
map is being run with nine or ten players this becomes very
important, because if you don't frag right away you can bet you
will be fragged yourself. With high player counts this is a very
fast map.
Unlike most arena maps, though, Transitive Inversion has a
basement. In the basement, which is heavily bottlenecked, you'll
find a sniper rifle, a minigun, and a shieldbelt. Picking up the
shieldbelt will drop you back into the arena, so be prepared.
And when things really heat up here, when the fragging is intense
and fast enough, all hell will break loose. The arena opens up. New
weapons come into play. And the word frantic gets redefined.
Author's Notes
--------------
1. All players spawn in the same room. Unless weaponstay is off,
all players spawn armed, falling through tubes and grabbing a
pulse gun on the way. Because of this, there should be no issues
around spawn killing. When you arrive you're armed and deadly and
often you can kill your opponent before he can kill you. This
makes the frag rate much higher than normal, and is part of what
this map's pacing is all about.
2. In general the weapon choices here are anti-spam. You have an
exciting choice of pulse gun, sniper rifle, and minigun. So
there's still a moderate amount of spam, but nothing compared to
the three most popular spam weapons in the game. Spam weapons just
don't belong in the tiny cramped arena, nor do they belong in the
narrow and cramped halls of the arena's basement.
3. Note the recommended player count: 4-10. Observe it. This map
is lousy for a 1-on-1 and still too slow for three players. Four
players makes for a decently balanced game with moderate traffic
to the basement and good fragging in the arena. The map balances
out around six players, and at ten players is extremely fast paced.
Over ten players and the map is just a mess and borderline
unplayable. Finally, there are only fifteen spawn points.
4. Don't be fooled by the presence of alternate areas to this map.
Transitive Inversion is first and foremost an ARENA map, and
therefore the bulk of the action is meant to take place in the
arena. Some traffic will stray to the basement for the goodies
there, but most of the fragging will center around the arena.
Lower player counts will occasionally see all the action move
downstairs, but with higher player counts you can expect that
camping the basement will put you at the bottom of the score list.
5. The centerpiece "gimmick" to Transitive Inversion is the
transition itself. The arena opens up, becoming a wide open field
of death, and the basement closes for business (stay in the
basement after the transition begins and get depressurized).
Another benefit of the transition is a weapon change. Players still
spawn with pulse guns, but now the arena offers a rocket launcher,
a flak cannon, and a shock rifle.
The transition itself is spawn-based. Every time a player falls
through a spawn tube he trips a trigger. The trigger increments a
counter by either one or two points. When this counter has
incremented 120 points the transition takes place. Typically this
requires somewhere around 50-60 frags total to happen. With low
player counts and standard server settings, the transition is not
likely. This is by design: the transition is meant as a reward for
well-matched players having a frantic high frag-rate game. It's
meant to push the frag rate over the top for the last few minutes
of the game.
The transition also serves well for an overpopulated server. The
map can host a maximum of fifteen players without causing
telefragging due to spawn-point sharing. This is not recommended,
though. At any rate, with fifteen players the lower areas of the
map do not work well at all. So the transition, which comes very
quickly with this sort of count, should be a welcome change. The
map quickly becomes a very bloody place to be.
6. The sniper roost is a real bitch, and people who don't
understand it will likely moan and whine endlessly about it. Here's
the deal: if you're in the basement when the transition starts
and happen to notice the openning, you can take to the sniper
tower. The tower itself overlooks the arena and with it's sniper
rifle becomes a prime post for players who favor sniping.
It adds something, to be honest. While you're fragging down below,
if the sniper tower is occupied, you'd better not stop to aim. It
keeps you moving, and keeps the action random and bloody. The
sniper, however, does not gain a significant score advantage: while
he can make a trip to refresh his ammo, it's a long trip for only
20 rounds. It can be very difficult to make those twenty shots
count enough to offset all the time you spend going to get them.
So the point is: the sniper tower is a cool feature to the map, and
not at all unfair (like the sniper towers in FACE). It adds a lot
and a player up there isn't some sort of goon or loser, and he's
not ruining anyone's fun. He's adding to it. Remember to thank him.
7. This map does not have bot support for translocators or the jump
mutator. It is also not well suited to either for human play. Go
ahead and play with these settings if you like, but the map doesn't
like them and that's your problem, not mine.
Copyright / Permissions
-----------------------
This level is copyrighted by Jonathan D Campbell 2002.
Authors may NOT use this level as a base to build additional levels.
You MAY distribute this level through any means (internet, CD, etc.),
provided you include this file and leave the archive intact.