Story:  A group of scientific and historical researchers are exploring various temples, churches and monasteries, in hopes of learning more about other cultures.  This particular monastery was overrun by alien forces less than a week ago.  After a frantic effort to get the researchers out, the small security detail's heroic forces were pinned down.  We have received radio transmissions from them, but they have been infrequent, and many are believed to be already dead.  Those that remain are outmanned, outgunned and greatly overmatched.  It will be too long before reinforcemnts can arrive, and so you are the last hope for their survival.  Your mission is to enter the monastery, eliminate as many alien forces as you can, and rescue any survivors.  Good luck!

Tools used:  UnrealED 2, Photoshop 6

Build time:  Approximately 2 months

Requirements:  Unreal Tournament, Oldskool Mod (http://www.filefront.com/3788372/oldskool230full.zip).  Included files:  DDGothic.utx, DavidMGras.utx, Wargate.umx (from the original Unreal).

Installation:  Copy .unr files to your UT maps directory, .utx files to your UT textures directory, .umx files to your UT music directory.

Bugs:  None that I know of.

Custom stuff:  textures and some prefabs.

To play the map:  use the "`" key to open the console in UT, type "open GothicResurrection" in the console..or double click on the map file once everything is in its appropriate directory.

Difficulty levels:  yes
COOP:  yes, but haven't really playtested it doing so, and really meant for just SP

Other maps by author:  "Return the Heart" mappack (Divine Annex, Pit of Chizra, Karkuth Monastery), 
DM-Relinquished (UT99), DM-AmunRa/Athos Monastery (UT99), CTF-Kebechet (UT2K4)

Credits:  I converted various gothic paintings into textures.  All were used with permission from their respective authors, and credit is given in the form of triggered messages next to the paintings.  I made the gargoyles with the 2d editor, and while I applied the textures to them, the actual texture itself was done by Pilgrim on his 3d model. The uafplant mesh was used with permission from Frieza,  although he said he got it from UT2K4.  The boat at the end was taken from Vandora's Temple, credit goes to Shane Caudle for that - just didn't see much use in improving upon it, and it served the purpose well.  Oh yeah, the fireflies are from ONP.  Thanks to Jet for playtesting and finding a particularly noobish bug for me.  Thanks to Mister_Prophet for suggestion I lower the walls breaking threshold and for the skaarj collision trick.

Inspiration:  I've always liked the Shanechurch texture pack and thought it could make for an interesting SP map, so I gave it a go.  The towers in the courtyard are similar to those in CTF-Epicboy by Warren Marshall, but they were not ripped.  I had a look at some othe retail and custom multiplayer maps that used this set and got a few ideas from them, mainly on how to make decent trim and in figuring out how to make some stairwells.  I also wanted to create a map that was interactive and used a good bit of scripted events, since I needed some practice in that area, and still do.  I also got some of the architectural ideas from a book titled "Romanesque Architecture, Sculpture, and Painting".

Build notes:  There's a lot of friggin' arches, so the node count started getting high towards the end, making rebuild times fairly long and arduous.  I was torn between ending the map with a ship coming to pick you up or its current ending - dunno why I settled on this one, I guess because it was a tad easier and left for more of an ability to continue the story if I have the desire, plus it seemed to fit the mood better.  The creek was made with a combo of the 2d editor and a couple of tesselated cubes.  I tried converting the gargoyles into meshes using meshmaker but couldn't get them to light worth a crap so just left them as brushes. 

***SPOILERS FOLLOW***

Hints:  There are several places where walls or floors can be shot to reveal secret passages, so be on the look out for those.  Likewise, most glass surfaces can be broken with a single shot.  Getting the flak cannon will make the map much easier, and it shouldn't be too hard to find.  Many of the enemies properties have been edited, so don't expect them to act exactly like they do in Unreal - for instance most of the skaarj are much faster and use melee attacks a bit more.  Falling into the water or trying to swim in the creek is ill advised.



 