                                    
				     Nexus6 Classic Map Pack
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First and foremost, I would like to say thank you to the people that created these
wonderful maps for Unreal Tournament. (names listed with maps)

Second, be sure to stop by our 2004 server and say hi:

		[Nexus6]Classic UT Offworld Sniper Server     69.28.241.160

And Finally, stop by Flatliner's Corner for tons of Unreal Goodness:

                www.flatlinerscorner.com

*Yes, you get this same readme if you download the pack or the individual maps.... I'm lazy.

[N6]Creeping.Death: rcmeeker@hotmail.com       [N6]Rattrap: n6_rattrap@adelphia.net
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Files Included in this pack:

DM-[N6]-1on1-MetalHell.ut2                DBShipwur.usx
DM-[N6]-ArenaBall.ut2                     DBShipTex.utx
DM-[N6]-Blackwings.ut2		     
DM-[N6]-ChapsArena.ut2
DM-[N6]-IceToxin.ut2
DM-[N6]-Route66.ut2
DM-[N6]-ShockRock.ut2

                           ***for helpful hints scroll to the bottom***


After we set up our UT2k4 server 
We came to the conclusion that something was missing.... getting paid for running the server.
oh, and some of our favorite maps from UT. I suppose I should throw that in here too. K, Moving Right
along, So RatTrap and myself decided to choose several UT maps from our server to remake for UT2k4,
so that we could pretend to learn UED 3.0 and of course, so we could still play our favorite maps, 
and the rest, as they say, was a gruling pain in the ass working with stubborn bsp brushes and making
a few custom meshes and reworking a few textures and... uh, where was I? oh, yea the rest as they say,
was history, or some such nonsence....

So anyways, after countless hours of cussing and screaming for little or no reason,
we present to you in completely random alphabetical order:


             
               The Nexus 6 Classic Map Pack (now with longer lasting flavor!) TA DA! 
            


Our intense scientifical studies involving advanced mathmatical formula's such as Eeny Meeny Miny Mo
determend that numbers come before letters, so here we go:
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DM-[N6]-1on1-MetalHell..................Origional map by Rob Collins, 2k4 Port by [N6]Creepingeath

	Small map suitable for 2-4 players (go figure, eh?)
	
	Weapons: 1 Flak Cannon, 1 Rocket Launcher, 1 Shock rifle, 2 ammo pickups each
	
	Items:   1 50 Sheild Charger, 2 Health Charger

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DM-[N6]-ArenaBall.......................Origional map by FaA-Chap38, 2k4 Port by [N6]Creepingeath

	*This map does not support use with all weapons. this is an Arena Map only
	Meduim arena suitable for 4-16 players

	Weapons: none. 8 ammo pickups (Arena will make them whichever ammp type is needed)

	Items:   1 100 Shield Charger

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DM-[N6]-Blackwings......................Origional map by Sudasana, 2k4 Port by [N6]Creepingeath
        
        *This was my "learning map" for UED 3.0
         Medium map suitable for 2-12 players
        
	 Weapons: 1 Flak Cannon, 1 Shock Rifle, 1 Link Gun, 1 Bio Rifle, 1 Rocket Launcher
                  1 Lightning Gun, 1 Minigun, 3 ammo pickups each
        
	 Items:   1 50 Sheild Charger, 1 100 Shield Charger, 10 Health Charger
                  1 Random Special Charger, 8 Health Vials

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DM-[N6]-ChapsArena......................Origional map by ~SiN~Chap38, 2k4 Port by [N6]Creepingeath

	 *This map does not support use with all weapons. this is an Arena Map only
	 Small arena suitable for 2-12 players

	 Weapons: None. 12 ammo pickups (Arena will make them whichever ammo type is needed)

	 Items:   None

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DM-[N6]-IceToxin...........Original map by Anton "MaxModule" Wiegert, 2k4 Remake/Port by [N6]RatTrap

	More of a remake/port than anything else. I utilized some wasted space from the original.

	Weapons: 1-Mini Gun, 1-Lightning gun, 2-Rocket Launchers, 2 Flak Cannons, 1-Assault Rifle,
		 1-Greande Launcher(Replaces the ripper from UT99 in this map), 1-Link Gun,
 		 1-Shock Rifle, 1-Mine Layer (for fun), 1-Redeemer.

	Items:	12-Health Chargers, 13- +5 Health Vials, 2-Super Shields, 1-Shield, 1-Double Damage,
		1-Big Keg`O Health.


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DM-[N6]-Route66.................Origional by Andrew`Hobeaux'Penick, 2k4 Port by [N6]Creepingeath

	Meduim arena suitable for 4-12 players
	
	Weapons: 1 Rocket Launcher, 1 minigun, 2 Flak Cannons, 1 Bio Rifle, 1 Shock Rifle
		 1 Lightning Gun, 1 Link Gun, 1 Spider Mine Launcher, 4 ammo pickups each (2 spider)

	Items:   1 50 Sheild Charger, 1 100 Shield Charger, 8 Health Chargers

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DM-[N6]-ShockRock......................Original map by Devil Eyes, 2k3/2k4 Port by [N6]RatTrap

	First map ever, Learned basic Level editing making this map.

	Weapons:1-Assault Rifle, 1-Flak Cannon, 1-Shock Rifle, 1 Rocket Launcher,
		1-Bio Gun, 1-Mini Gun, 1-Lightning Gun.
	
	Items:	1 Shield, 1-Super Shield, 1-Random Pickup Generator

	Ammo:	2 for the Lightning Gun, 4 each for the remaining weapons



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                                  Final Version Fixes/Bug List
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1on1 Metal Hell

Fixes:

Fixed lighting issuies with certain static meshes and textures
Can now walk behind the crates
Lava zone fixed
Ambient sounds fixed
Minor texture fixes
Sky box no longer shows lighting icons
Now zoned, for her pleasure :)

Bugs:

None that I know of

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ArenaBall

Fixes:

Zoned what little there is to zone
Updated bot pathing
Added ammo pickups
Added elevator sounds

Bugs:

None that I know of

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Blackwings

Fixes:

Took out some static meshes
Added some new zones
Added more antiportals (bout a 10 fps boost)
Semi-failed attempt at lighting an unlight texture :(
Fixed bot paths as best i could

Bugs:

3 ammo pickups unreachable for bots (does not effect gameplay)
There are a couple unlight textures, but they are in dark areas and not too noticable
There are certain parts where the anti portals make small parts of the map dissapear,
but if your not lookin for em, they aren't noticable, and they don't effect gameplay.

_____________________________

ChapsArena

Fixes:

Added Level Preview
Re-textured entire map (complaints it was way too bright)
Updated bot paths
Fixed ramps

Bugs:

None that I know of

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Route66

Fixes:

Fixed some bsp issues
Added/fixed some ambient sounds
Fixed bot path

Bugs:
There are a few small bsp holes that cause more problems when fixed, these holes do NOT create HOM's
so i decided to leave them alone (they are hardly noticable...unless your really lookin for them)

______________________________

IceToxin

Fixes:

Hopefully fixed glass so players do not disappear after a few seconds.
Added the music from the original map


Bugs:
Minor problem with the occasional death causing your view to be angled a few degrees. Not to worry though, usually
corrects itself the next time you spawn.
A few small bsp holes, these holes do NOT create HOM's. Not noticeable during gameplay and if you are looking that hard for them
you better be giving me major feedback on the map.
I will release a corrected version as soon as I figure this one out.

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					Helpfull Hints

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How to keep your downloaded files seperate from your stock 2k4 files

ok, here we learn how to seperat all those custom files from your stock files, very helpfull to mappers

first, you need to create the folders, so go to your UT2004 folder and create a "Thirdparty" folder
next, in your Thirdparty folder, create folders for the following:

Animations
Maps
Music
Sounds
StaticMeshes
Textures

these are the folders you put all your downloaded/custom UT2k4 files into 
(if you wish you can also make a system folder)

next you need to open your UT2004.ini file (open with Notepad, or some other text editor)

Find this part:

[Core.System]
PurgeCacheDays=30
SavePath=../Save
CachePath=../Cache
CacheExt=.uxx
CacheRecordPath=../System/*.ucl
MusicPath=../Music
SpeechPath=../Speech
Paths=../System/*.u
Paths=../Maps/*.ut2
Paths=../Textures/*.utx
Paths=../Sounds/*.uax
Paths=../Music/*.umx
Paths=../StaticMeshes/*.usx
Paths=../Animations/*.ukx
Paths=../Saves/*.uvx

and ADD this to it:  DO NOT DELETE ANY OF THE ABOVE LINES

Paths=../Thirdparty/Maps/*.ut2
Paths=../Thirdparty/Textures/*.utx
Paths=../Thirdparty/Sounds/*.uax
Paths=../Thirdparty/Music/*.umx
Paths=../Thirdparty/StaticMeshes/*.usx
Paths=../Thirdparty/Animations/*.ukx

please note, you do not have to use Thirdparty, you can use any folder you wish

now, your end result should look like this:

[Core.System]
PurgeCacheDays=30
SavePath=../Save
CachePath=../Cache
CacheExt=.uxx
CacheRecordPath=../System/*.ucl
MusicPath=../Music
SpeechPath=../Speech
Paths=../System/*.u
Paths=../Maps/*.ut2
Paths=../Textures/*.utx
Paths=../Sounds/*.uax
Paths=../Music/*.umx
Paths=../StaticMeshes/*.usx
Paths=../Animations/*.ukx
Paths=../Saves/*.uvx
Paths=../Thirdparty/Maps/*.ut2
Paths=../Thirdparty/Textures/*.utx
Paths=../Thirdparty/Sounds/*.uax
Paths=../Thirdparty/Music/*.umx
Paths=../Thirdparty/StaticMeshes/*.usx
Paths=../Thirdparty/Animations/*.ukx

move any custom file syou have into the new folders, and if you use a cache cleaner, remember
to change the directories to your new folders.
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How To Skip The Intro Map

in your UT2004.ini there is a line at the very top called LocalMap=NvidiaLogo.ut2
if you change it to LocalMap=NoIntro.ut2 it will skip the intro when you start the game
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Editor Tips

I recomend adding these to your UnrealEdTips.ini if your a map maker (taken from Atari Forums)

Tip7=If your viewports in the editor turn white when you start a session..... Go to View/Viewports/Configure...and select a configuration.
Tip8=If you need to mirror a static mesh, use a negative drawscale3D value.
Tip9=After lighting a room, and "building"...if any surfaces turn black....turn off HardwareTL in the advanced editor options.
Tip10=Textures must be in powers of 2. (eg. 512x256, not 137X39) 
Tip11=Try to save your textures as .dds files, it will save you a lot of space.
Tip12=After importing textures, make sure you save the package before testing the level, otherwise the textures won't show up.
Tip13=Always try to align your bsp. You can 'snap' to the grid by right clicking on the brush's vertex.
Tip14=If you are ever blocked by an 'invisible wall' which you did not place there on purpose, it's a good chance it may be a bsp error.
Tip15=When using fog, make sure to set 'bClearfogtocolor'to true, otherwise you may recieve some unwanted effects. (Located in the actors properties/zoneinfo)
Tip16=When building a map...create a large room off to the side, to "store" static meshes. Once you have you're "theme" in mind...get the bulk of the meshes at once.
Tip17=crtl-alt-shift-left click on a wall in 3d view to select its brush.
Tip18=bsp is not the devil. It turns into the devil when you dont stay on the grid, or your grid is too small.
Tip19=When optimizing a map, use console command "rmode 1" to view the map in wireframe. rmode 1-7 i think all have differnet functions. 5 will return to you normal.
Tip20=There are many meshes that are not properly skinned. There is a way to skin them. Those meshes are more than likely in a stock map. Find the map with the mesh you want..(that IS skinned)....right click/copy. Open your map right click paste. 
Tip21=Learn shortcut keys, be lazy, it rocks.
Tip22=Keep your grid at 16 or higher.
Tip23=Make your BSP dimensions multiples of 16. Textures and meshes will snap into place nicely.
Tip24=Keep the BSP on the grid! It will help avoid BSPerrors and visual problems.
Tip25=Learn how to use Intersect/Deintersect, Brush Clipping and Vertex Editing.
Tip26=Hold Ctrl & Alt and the Left Mouse button to draw a box and select multiple items.
Tip27=When using terrain, make sure your textures are the same size as your terrain e.g 256 x 256 or else your'll get a error message.
Tip28=Remove the collison from meshs out of the players reach, it will optmize the map further and increase the FPS.
Tip29=Try to use cull distances on larger objects, terrain can also have a cull distance along with a fluid info sheet.
Tip30=When creating a map, remember theres 3 dimensions: walls, floors & ceilings, all need detail. For floors cut in a hole and place a grate texture over and place some pipes underneath etc. For ceilings either use supports on various angles and use a small skybox.
Tip31=Convert your imported textures to DTX1, it will compress the textures and use less file space.
Tip32=When you have finished your map go to build options and select to rebuild the lighting in DTX1, it will reduce the map filesize by several MB and will have little effect on the lighting itself.
Tip33=When creating a map, always check out other maps using the same style in which you will be creating your new map in, looking at these other maps will give you ideas and the style of how these maps look.
Tip34=When creating lighting always use more variation, nothing looks worse than a default light e.g 64,64,64 settings. Remember lights have brightness, raidus, & hue which all can be tweaked and create different effects, also try to use different colors as well.
Tip35=Always get your map beta tested! Other people can spot things you can't and can offer suggestions & improvements for the map. Whether the beta be private or public, get it tested!
Tip36=To create lighting effects e.g strobe, disco etc. Use a standard emitter and go into the lighting settings, remember to turn sprite off in the emitter settings or else your'll get the emitter icon shooting across your map.
Tip37=Use sounds & emitters in your map to create atomsphere and to bring the map to life. With sounds it makes the map feel alive and you are really there and that other things are going on around you. Use emitters for effects e.g sparks, steam, dripping water etc.
Tip38=You can change the texture of a static mesh by going to:- Display, skins and then add the texture you want to use.
Tip39=To find out what package a static mesh is in, go to display and go right to the bottom, it will say which package the mesh is in, in one of the bottom boxes.
Tip40=Your ammo pickups are static meshes. So re-arrange them at different angles or on the side, it makes even the pickups look a little mroe exciting than how they are normal just "dropped" in the map.
Tip41=For Textures and Static Meshes stored in the "myLevel" package of another map, open that map in the Texture or Static Mesh browser to get to those items for use in your own map.

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Getting kicked from a server.

	Almost certain if you install any new player models and try to join a server running Anti TCC, 
at least until a fix is out for it. Remove them, they basically only work in single player anyway.
	
In the case of a version or filesize mismatch, make note of the mismatched file, then go into your
UT2004/Cache Folder and open cache.ini, look for the bad file in the list.
 Make note of the long intimidating number and delete the file with the corresponding 
number and remove the line from the cache.ini, click File>Save and then try to re-enter the server.
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