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Change Log for ArchSub Version 2.0
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-General Changes:

      -The music was changed in all the maps, music tracks from Unreal and UT99 were used.
      -Made sure campaign is playable in all versions of Unreal/UT99
      -Added extra playerstarts for Coop.
      -Enhanced the difficulty filtering.
      -Some enemies have odds of appearing to add replay value.
      -All CreatureFactories have bCovert set to False to avoid issues in Coop.
      -Removed/Added Ammo and Pickups to balance the gameplay.
      -All maps were balanced so they can be defeated without playing the previous ones.
      -Enemies don't drop items.
      -Added additional messages to help players through levels and also to tell the story.
      -Introduced a story to the campaign.
      -Majority of movers are IgnoreWhenEncroach to avoid soft-blocks.
      -More secrets were added.

-Hot Foot :

      -Removed NullAmmo and DefaultAmmo.
      -Changed location of Super Health.
      -Fixed SkyBox textures.
      -Added light at the mover after the final fight to help players find it.
      -Texture of door movers improved.

-Sky :

      -Added the final area of last level at the beginning of this map.
      -A teleporter was added to prevent players from getting stuck after the glider reaches its destination.
      -The final ductway was changed to simulate the one from the next map.

-Archwork :

      -Added the first section of the next level at the end of this one.

-Fishbait :

      -Simplify Power Shield secret.
      -Fixed rotating movers.

-Boiler :

      -Changed some movers from CrushWhenEncroach to IgnoreWhenEncroach.
      -Changed the location of the sniper rifle to prevent it from getting destroyed by a mover nearby.
      -The last part of the previous map is now the beginning of this one.
      -Many messages disappear after certain events happen.
      -Now you can't get stuck in the rotating bridge section. That room also has its fog removed.

-Sub :

      -The vehicle at the start of the map now kills enemies that get in the way.
      -This map has a checkpoint only for Coop.
      -Removed two .u files dependencies.
      -The SuperHealth that a Skaarj Trooper drooped now is placed in the level.
      -You can now enter the submarine without having to enter the building that has the button to open it.

-Subway :

      -The final vehicle sequence was changed, mover (tunnel) moves once.
      -Added a teleporter exclusive for Coop.
      -Final vehicle can kill enemies if they get in the way.

-Dynamo :

      -Removed DefaultAmmo.
      -Fixed a mover that you have to shoot to activate.
      -Added a trigger that kills you if you touch the blue forcefield. This replaces a mover that had the same purpose.
      -Added a LiftCenter-LiftExit combo to help enemies navigate the map.
      -Changed the reverb effect in some Zones.

-Dynamo 2 :

      -The lights turn on at the beginning of the map, to add consistency to what happened in the previous map.
      -Changed the way the vent movers work at the beginning of the map.
      -Fixed a mover that you have to shoot.
      -Added a BlockAll actor to make it easier to cross a certain path.
      -Changed SkyBox to fit the next level.

-Duke 4 Now 1 :

      -Many BSP issues were fixed.
      -This map uses a special kind of mover that doesn't destroy inventory when they touch it.
      -The last part of the previous map was added at the beginning of this one.
      -The last section now has a WaterZone that works.
      -SuperHealth location changed.

-Duke 4 Now 2 :

      -Skybox was improved.
      -Added a Coop teleporter at the end of the map.
      -This map uses a special kind of mover that doesn't destroy inventory when they touch it.
      -BSP issues were fixed.

-Duke 4 Now 3 :

      -Yellow card now its required to finish the map.
      -Removed Nali.
      -Changed the rotating blade's behavior.
      -This map uses a special kind of mover that doesn't destroy inventory when they touch it.
      -Changed the set of events during the Warlord fight.
      -Removed many messages because they felt out of place.
      -Books were replaced by Knifes with Book's meshes to avoid them being pushed away.
      -Removed DefaultAmmo.
      -Added a new mover to open the cellar.
      -The blue card's WaterZone level was raised.
      -Fixed Music Event issues.
      -Final teleporter was fixed to avoid soft-blocks.

-Duke 4 Now 4 (The HUB) :

      -Textures and sounds from Military.utx and MilitarySounds.uax are now MyLevel content.
      -The whole section at the start with the helicopters has been simplified.
      -The elevator that takes you to multiple floors has been fixed.
      -The red card arena fight has Coop teleporters.
      -Fixed rotating movers.
      -Change the way the door opens in the area with the Cows.

-Duke 4 Now 5 :

      -Added sound effects to all movers.
      -Added BlockPlayers in the courtyard to prevent players from getting out of bounds. If that happens there are emergency teleporters.
      -Fixed a mover near the end of the map.
      -Added BlockAll to simulate a staircase because of BSP issues.
      -Simplify the process to get to the door that activates the lower plant access door.

-Mothership Assault :

      -This map is a new addition to the version 2.0 of ArchSub, this map was made to add a conclusion to the campaign. This is the only
       map of the campaign that wasn't made by Steve W. Long.

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