

	DM-LightFalls and DM-NightFalls
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	by Tynan Sylvester    	tynan@planetunreal.com
	Nov 29th, 2002 


	Installation and Hard Data                                     
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-Place DM-NightFalls.ut2 and DM-LightFalls.ut2 in your /UT2003/Maps folder
-Place Ty_NiagaraSmeshes.usx in your /UT2003/StaticMeshes folder
-Place Ty_NiagaraTextures.utx into your /UT2003/Textures folder	


Gametype:	Deathmatch

Recommended
No. of Players:	2 - 6

Weapons:	ASMD Shock Rifle
		Rocket Launcher
		Flak Cannon
		Lightning Gun (x2)
		Link Gun
		Minigun

Time Frame in
Production:	Circa October 15, 2002 to November 28, 2002

Number of
Internal Versions:	72



	Commentary
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I spent so long making this level, I figure it's appropriate to say a few words about it besides simply grunting
out installation instructions.


	On theme:
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At the start of the project I was still thinking in UT mode - ultra-low polygon counts, straights lines, and 
tons of 90-degree angles. The vision of the platform I had and my initial concept sketches were quite blocky,
but as soon as I started making the smeshes for the level, I discovered something completely new:

I could do curves!

This being something I had never been able to do before, I embraced it and, some would say, perhaps went
a little overboard. My original concept went out the window, replaced with an ultra-futuristic, curvaceous
design style that mixed the technological with the organic. For example, each platform is supported by four
curved metal branches, that combine and reach down to the top of the main trunk that the structure is based on.
This entire style was based on the look of a savannah tree.

Another way GaeraNia differs from the original game levels is that the texture style is far higher in saturation.
To go along with my bright and cheery sunlight, I wanted some colours that really have some 'pop' and I think
that they really help the theme and differentiate it from the style of the retail levels.


	On lighting:
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So many of the default UT levels (and user-made ones, for that matter) are so dark and dreary. The
sunlight looked like I would expect it to look on Pluto. While this certainly allows for some interesting lighting
effects, I wanted to create a scene of nature that could be described as truly beautiful. After all, in real life,
direct sunlight is very, very bright, and I was trying to capture that feeling. If you look at one side of the 
cliff wall in LightFalls, there is a distinct line where sunlight meets shadow... This effect turned out even better 
than I had envisioned it.

Thanks goes out to the UT2003 lighting engine coders for helping me out, the contrast is far better
that it ever was in UT.


	On time:
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Compared to the old UT style of level design, and considering the small size of this level it took a
rediculously long time to produce. I've always been quite the stickler for originality, and I just didn't
feel comfortable simply plunking together smeshes that came with UT2003, thus I made all of my own (except the 
trees. I wasn't going to go THAT overboard on originality). None of the original smeshes had the curvy, 
organic/technological feel I was going for either.

This map was completed for the Fragapalooza design contest. During the last two weeks things were 
getting pretty dicey on the time side of the project. I believe the professionals call it "crunch time".
I would get home from school, and basically oscillate between level design, piano practice and homework
for the rest of the night. It all paid off in level quality, I think.

So it took a long time to make, but I ended up with a product that is all my own. Hard work does pay off!



	Credits:
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	Concept Art..............................................................................  Tynan Sylvester
	All geometry (except the trees)...............................................  Tynan Sylvester
	Lighting...................................................................................  Tynan Sylvester
	Pathnoding..............................................................................  Tynan Sylvester
	Textures..................................................................................   Alleria textures, heavily modified by Tynan Sylvester
	Technical Testing....................................................................  Tynan Sylvester
	Sky Renders............................................................................  Digital Extremes
	This Preamble.........................................................................   Tynan Sylvester
	Second Opinions / Gameplay Testing....................................   Kieran Bol
							   Josh Zahl
							   Nick Meng
							   Chris Haugli
