DM-Nightmare 

Unreal Tournament deathmatch map

By Daniel Christensen, aka "Inferno"

Zip file: DM-Nightmare
contains
DM-Nightmare.unr
GreenFlares.utx

Installation:  Download .zip file, place the .unr map into your UnrealTournament\Maps 
directory, and the .utx file into your \Textures directory.

Author's Notes:  Deathmatch map, plays best with over ten players.  Intended to be a scary
map - there haven't been many frightening maps published for UT.  Plenty of cool ones, 
plenty of challenging ones, but few which can be considered frightening.  This level takes
place in large dark rooms connected by bizarrely twisting pentagonal corridors.  It is 
intentionally dark, not so much so as to be wandering around smashing into walls without
knowing it, but enough to be unnerving.  The only pitch black area is in the "catacombs" 
room with the hexagonal convex pillars, and one can usually find a light to head towards 
even from there.  

	This map is rather large (it's only my second deathmatch map - this was intented 
to be a small map, but didn't turn out that way), but it plays very smoothly even with
a high bot count.  My computer is quite slow, and most of the UT levels that came with UT
get too slow with more that 7 bots on them, but this one is somewhat simpler geometrically,
and can handle more than average.  If you are a glutton for punishment, and prefer
getting whomped on to running around getting a modest kill rate, head to either of the 
triangular low-gee rooms, as they tend to collect players as they waft down.  But don't say
I didn't warn you - you will get attacked from multiple angles, three dimensionally, and 
almost incessantly.  

	The freqency of the Ripper powerup is intentional - it's the most evil looking 
weapon, and thus fits with the theme, and both firing modes directly correlate to the 
design of the level.  The curving corridors make good use of the primary bouncing shot, 
the three dimensional aspects make it easy to get blasted off into interesting new places
with the secondary exploding shot, which has a powerful blast.  If you are still reading
this, the sound effects of weapons firing aren't because I couldn't think of anything better
to do, or couldn't figure out how to load up sound files - they are supposed to freak you
out.  For those of you who aren't Unreal I players, the holographic creature is a "Warlord",
generally more than a match for a human player.  If you stand by it for long enough it will
talk to you.

	This level is mostly bug-free, despite some weird geometry I used (check out the 
corridor twisted lengthwise).  There is a minor HOM effect by one of the corridors
leading into the room with the flak cannon.  The bots' abilities to handly some of the 
horizontal->vertical level transitions are uncertain, but they can still navigate the entire
level.  If you dislike the catacomb's complete light absence, don't go in there.  I know 
that pitch blackness makes for dull gameplay if you get stuck there, so that is
why I left it out of the necessary level flow.  