Infiltration for UT Map
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Title : DM-INF-ChillyDesert
Filename : DM-INF-ChillyDesertBeta.unr
Version/state on this version : beta
Author : Zirb, zirb@hotmail.com, http://www.zirbaction.go.to
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PLAY INFORMATION
Game : Infiltration 2.8x and higher (demands UT436 and higher). http://www.planetunreal.com/infiltration/
Game Type : Team Deathmatch
Single Player : No.
Multiplayer : Yes
New Sounds : No
New Graphics : Yes
Known bugs : Maybe some bsb-holes
Credits : All the people who have answered my stupid mapper newbie UEd questions at the INFILTRATION Community forum!

CONSTRUCTION
Editor used : UnrealEd 2.0


INFORMATION:
Team Deathmatch at night time in an desert somewhere. It can be cold and chilly in deserts at night time, there you have the name logic... You find sand dunes, rocks, one oasis and here and there remains of since long time destroyed buildings, there are only fragments of the foundations left, more or less overblown by sand. An environment full of possibilities. The things that are included have a meaning for the game flow. I like that play style where you a forced to creative, where you a much to play with, not just look at.

The cover possibilities comes a lot from the rolling terrain itself, when throwing yourself to the ground you very often come into an unexposed position (at least for a while!). This mean that both QCB-ers and snipers can have fun. QCB-ers can sneak from stone to stone, hill to hill unseen to get really close to the enemy and snipers can take a good position somewhere and just wait... I really like this idea myself, since it manifest at least one way to achieve these qualities I talking about in "tactical half transparent mapping concept" (read more about that at http://www.zirbaction.go.to)
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COPYRIGHT/PERMISSION:
Zirb, zirb@hotmail.com

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