================================================================
Title                   :Nevermore
Version                 :Final 
Release Date            :5/6/2004
Filename                :ONS-Nevermore-SE.ut2
Author(s)               :Claudio Ramasco Volpon
Email Address           :prom@ngi.it
ICQ			:59915837
website                 :http://prometheus.ngi.it/

Other levels by author  :

UT2004			 DM-Nevermore-SE
                         DM-Nevermore

UT			 DM-Equinoxe
                         DM-Tombworld][

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--- Play Information ---
Game                    :Unreal Tournament 2004
Level Name              :ONS-Nevermore-SE
Single Player           :Yes (bots)

New Sounds              :No
New Textures            :Yes
New StaticMeshes/Models	:No
NewUnrealScript         :No

Know bugs		:Hall of mirrors bug somewhere while zooming


Recommended players     :8 to 16 players


--- Construction ---
Editor used             :UnrealED 3
Construction Time       :Some weeks planning, 3 weeks working on UED, many more weeks working on the revised edition


Installation
------------
*.ut2 file in the UT2004/Maps directory

Extended description:
--------------------
Centuries ago an unknown cataclysm caused the extinction of every human colonist on Nevermore IV. However,  many life forms survived and slowly reclaimed the abandoned cities.

Special Edition notes
--------------
This edition should be an improvement on both visuals and gameplay. Special thanks to all the guys that tested it, especially the NGI Unreal community.
List of changes and fixes:

#Gameplay
- Removed 3 suggested node setups. Modified the Circle node setup and added the Electric node setup
- Improved collision on the open buldings. Now it's possible to get inside them with vehicles or on foot
- Added a teleporter near each "base node" that leads inside the open building above it
- Added some vials and a weapon locker with an AVRiL inside each open building
- Switched Rocket Launchers and Flak Cannons positions on weapon lockers
- Added a Lightning gun inside each base
- Removed AVRiL from central node weapon locker
- Improved protection for most power nodes
- Improved protection for power cores by closing the hole above their nest
#Visuals
- Better Looking bases
- Added borders to sidewalks
- Many small texture improvements
#Fixes
- Removed static meshes that obstructed some vehicle or player paths
- Replaced some static meshes with similar BSP based polys
- Fixed the problem with vehicles getting stuck above power cores
- Fixed the problem with players getting stuck behind bases perimeters
#Other
- Many other, very small changes and improvements. Too much to be listed here


Copyright / Permissions
-----------------------
This level is copyright Claudio Ramasco Volpon, 2004

Authors may NOT use this level as a base to build additional levels.

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,
FIDO, local BBS etc.), provided you include this file and leave the archive
intact.
----------------------

