Bill SpencerUNREAL MAPS |
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This is a
Unreal Zero level based around a large bright open
outdoor setting, with terrain and additional areas
creating a range of battle situations. A minimalistic
story is told, mainly through events happening.. With
around 190 kills, this level should keep you busy over an
hour. A determined, half-decent player with full
knowledge of Unreal weapons and creatures, or equivalent,
should be able to complete it on Easy ... Medium offers a
serious, yet fair challenge for skilled players and Hard
is one step short of insane.
CAT BOMBS UNREAL PLAY INFO UNREAL
ZERO NOTES |
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email: spentron@draac.com
Unreal is a trademark
of Epic Games Inc.
Unreal Zero is my name for a style of Unreal maps only.
Page and Maps Copyright 2003, 2004 Bill Spencer. Internet
distribution of my maps is to be only through
web sites of my choosing as long as one exists. Link only
to this page, not the files.
UNREAL MAPPING NOTES
Compatibility: To
make a map compatible with Unreal and UT, make in UED1. Two
changes have been noted. 1. UT health and some other items are
larger and and may not appear due to collision. 2. ...
UT teleports: are very strange, even with "change yaw"
enabled, they use relative rather than absolute yaw -- but that's
the least of it. The source teleporter direction always affects
yaw unless they point left on the 3D view, which is the opposite
direction of default. So, for "changes yaw" false, set
source teleports' yaw (or both if bidirectional) to 32768. This
will then work with original Unreal also. For "changes
yaw" true, make them point into the entering player and in
the direction of the exiting player. The absolute vs. relative is
kind of interesting, relative can result in facing the wrong
direction but moving in the right direction, while absolute is
the inverse.
"Black Tree Bug": to avoid all trees displaying as
unmasked in original Unreal, set all trees with transparency to
STY_Masked ... this may cause a problem with Tree12, which does
not use masking, in UT, but I'm not sure it works right in any
case.
Creature Factories: be sure to turn all collision off if you're
using an external trigger event. To count creatures killed, set a
counter's tag to the same tag as the factory. Presuming one
trigger event, the count will be one more than the number of
enemy killed. Note 1, thing factories don't do the respawn trick.
Note 2, factories are "stoppable" (but only using their
internal proximity detection) but not restartable (my "deja
vu" effect uses teleporters as well).
Triggers: are not very well explained. Events are a more complex
bit of "wiring" than they appear, the similarity to
wired connections is misleading, they're best modelled as a
serial datastream when multiple. Only proximity triggers include
on "off" event, so only they can stop a mover before it
stops itself (which, in the case of a Rotating Mover, is never).
"Mechanical logic" is how I think of using movers with
attached triggers, etc. to overcome the limits of the actors.
Events and tags and things that only affect signals are
metaphorically "electrical" boxes with knobs on them
you can wire together -- "programmed" is not a very
good distinction since it's all a program and things you control
are also a kind of program. This makes a mover electromechanical
in this scheme. Examples: not only are proximity triggers the
only way to produce an off event, but the off event doesn't
happen if you turn the trigger off through its tag (see a
trigger's Initially Active and Initial State options). So, you
might need to yank a proximity trigger away from the player by
attaching it to a mover. Teleporters don't include enable
signals.
Elevator and Gradual Movers: Elevators movers don't interface
"electrically" with anything else, best I can tell, see
previous paragraph. Gradual movers, on the other hand, don't let
you attach anything to them, but have a great
"electrical" interface. They can be used to create a
"state machine" without even using their mechanical
aspect (their movement could still be useful for feedback during
testing). Note, the Events fire when the state ends. The last
state uses the main Event and Open Time instead of the per-state
Events and then cycles back to state 0 without being triggered by
a Tag. I don't understand the "close times" though, no
one has explained how to make them go backwards.
Spotlights in UED1: any change to a spotlight or lighting near a
spotlight that is visible in the 3D view after relight will crash
the Ed. So, to make changes, face away from the area, adjust
position in 2D views, angle in the options, and rebuild lighting
before looking back. Coronas are also weird, they don't crash
anything (although they don't appear until rebuilding), but you
can only select them in the 2D views.