*** BETA RELEASE ***

Please let me know of any problems/hates/issues with this map so that
a final version can be released.


***********************************************************************
*  IMPORTANT: This map was NOT designed by or supported by ION STORM  *
*             or EIDOS INTERACTIVE.                                   *
***********************************************************************
*                                                                     *
*  Title           : Towers Revisited (Towers 3)                      *
*  Author          : Face                                             *
*                                                                     *
*  Website         : http://www.facedesigns.co.uk/                    *
*  Email           : face@rush365.co.uk                               *
*                    (Note: Files sent to this address are rejected)  *
*                                                                     *
*  Game Style      : Deus Ex Multiplayer                              *
*                    (Team Deathmatch & Deathmatch; Medium to Large)  *
*                                                                     *
*  Thanks to                                                          *
*  ---------                                                          *
*                                                                     *
*  Everyone who has helped test the map (PM, Shard, Nomad, CoMpUdOc,  *
*  DerianX, TonyMontana, BigCountry, Fragbait, Melkor) ... Sorry if   *
*  I have missed anyone! :(                                           *
*                                                                     *
***********************************************************************
*
*  INSTALLATION INSTRUCTIONS
*  -------------------------
*
*  NORMAL PLAYER (NO HOSTING):-
* 
*      (1) Copy  [ DXMP_Towers_3ir.dx ] to your [ Maps ] directory .
*
*
*  HOSTING:-
* 
*      (1) Follow the instructions for [ NORMAL PLAYER ] Installation.
*
*      (2) Edit your [ DeusEx.ini ] file in your [ System ] directory.
* 
*          Locate the [DeusEx.DXMapList] entry and add the following
*          line to the next free location:
*
*                                Maps[?]=DXMP_Towers_3ir
*
*          Where ? is the next free location.
*
*      (3) Load up DeusEx, host the map and HAVE FUN!
*
*
*      NOTICE: This map is download-blocked, meaning that players will
*              not be able to download it. Once the map has finished
*              its public beta, a version will also be made available
*              with downloads unblocked (a mismatch error will NOT 
*              occur with these versions). 
*
*              You are not permitted to change the download options 
*              for this map.
*
*
***********************************************************************

CONCEPT & DESIGN
================

DXMP Towers Revisited is a hybrid between my first map, DXMP_Towers 
and DXMP_CMD. 

Building upon the concept of the original Towers maps, Towers 3
is full of towering buildings with ideal sniping positions. This
time around, though, there's much more for other styles of combat;
close, medium and long range combat is now possible.

In keeping with the original Towers map, there are three buildings 
that you are able to go inside: "Faces Tower", "The Crescent Building" 
and finally, "The Skyscraper". There are seven rooftops that you are 
able to access, either by elevator, window washers service lift, 
ladder or crane(!).

Having seen DXMP_Towers being played for a year, I thought it was 
time to remake it and incorporate the new skills that I have learnt 
since starting out in the mapping world back in April 2001.


The main objectives were:


To create a map that has:

    *  The potential of being as successful as the original Towers.

    *  A low lag, high FPS (frames per second) map.

    *  An interesting and playable style.

    *  Elements taken from the original Towers to aid familiarity and    
       concept; to make it obvious that this is a remake.

    *  New elements and layout mixed with the original Towers.

    *  Areas for all styles of game play, whether close range or long   
       range (sniping); something that the original Towers did not 
       achieve - it was heavily biased towards the sniper.

    *  Areas which represent original (Ion Storm) DXMP maps (CMD style
       lobby for example).


Regarding the points about creating a low lag, high FPS map and 
an interesting and playable style:

I have seen many maps get released that looked stunning but were 
literally unplayable because of the level of detail and attention 
paid towards them in the development stage (Towers 2 is an example of 
this). I wanted Towers 3 to be simple with the least amount of detail 
possible; because of the nature of an outdoor environment, it is not 
possible to create a map full of detail when everything can (possibly)
be in view at the same time. Multiplayer is not about looking at the 
detail (well, not to the same extent as Single Player anyway), and 
therefore I was aware that the finer details would be overlooked by 
players. After all, theyre only concerned with fragging their opponents, 
and anything that gets in the way is a hindrance. An overly detailed 
DXMP map is one such hindrance; by causing unnecessary strain on the 
game engine, the map is going to cause server lag, ultimately resulting 
in a server crash. Who wants to play a MP game using a map that lags 
badly and has bad frame rates? Once the novelty and wow factor have 
worn off, the map is going to be left to collect dust on the disused 
DXMP map heap.

For this reason a lot of the architecture is fairly basic, instead of 
having more circular posts, poles and structures, I designed the map 
using shapes that were more square wherever I was able to get away with 
it (i.e. without it looking inadequate). By looking at the original 
DXMP maps that Ion Storm released, youll see that in a lot of areas 
the maps are designed using much the same idea. Keeping the architecture 
as simple as possible on the outside areas led to increased performance 
all over, which is obviously what I wanted!

As you may remember, the original Towers map had quite a lot of open 
and empty space; this was not good! Although at first glance Towers 
Revisited may appear to be much larger than its predecessor, you will 
soon realise that in actual fact it isnt. The available space throughout 
the new version is distributed more evenly and helps to balance out 
the overall playing field. 

For example, in the original Towers there was an abandoned warehouse 
that had six floors and a roof. Six floors and empty space, used by 
no one, why have it there in the first place? A year ago I probably 
would have argued that it had six floors for the budding sniper; 
today I would have to say that it is just wasted space. The same 
sniping space could have been just as effectively implemented on 
one floor. Another building that fell foul to the large empty space 
syndrome was Faces Tower, the one with the glass elevator; all floors 
were uninspiring and boring. Theres keeping things simple, and theres 
making things dull  the two are not necessarily the same!

Spawn rooms: Integrated within the map as a whole and situated in 
relatively safe environments, away from imminent danger (i.e. a player 
gepping into the spawn room as in the Area 51 Bunker map). Evenly situated 
throughout, with both small and large rooms allowing for all team mates 
to spawn together during team games. Spawn rooms do *not* have one-way 
doors as in Towers 1; integrating them within the actual playing area 
keeps the map more interesting and balanced and by placing them 
well, spawn killing should be low.

Towers Revisited was completely built from scratch, using only vaguely
similar ideas from the original Towers design. I hope youll agree with 
me that the final result is something much more refined and playable 
than the original.

Have fun! ;)

Face

***********************************************************************
