Bill Spencer

UNREAL MAPS

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My Cube maps

NEW 3/3/04:
EXERCISE

This started as a speedmap (quickly made) intended to be an Unreal Zero map more friendly to the first-time player, but got expanded in both its teaching function and bizarreness. It starts off easy, with the main weapons introduced with appropriate targets and helpful tip messages (out of the the way at the top of the screen) and ramps up to a full challenge by the end.
more screens
For Unreal (all versions) or UT w/ Unreal music: u0exercise (99 KB)
For Unreal Tournament or Unreal 226 w/ UT music: u0exercise_ut (99 KB)
CATS 2

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.

The Unreal soundtrack is used extensively (9 tracks), and a UT music version is available (otherwise identical). Unreal music excels in the "dark mysterious" category but UT offers plenty of favorites as well. See readme for filenames and play tips.

  D O W N L O A D S    ( 1 . 3 MB )  
for UNREAL 226 or UNREAL TOURNAMENT w/ Unreal Music u0cats2
for UNREAL TOURNAMENT.. or Unreal 226 w/ UT music u0cats2ut
for UNREAL all versions (225 conversion, see notes) u0cats2u
(Unreal Gold is 226b)
UT/Oldskool notes: turn off "permanent corpses", performance hit is too much, also too cluttered, and I've increased MaxCarcasses suitably. Turn off "UT minigun" which dissappears if you run out of ammo. "Permanant decals" may also cause problems (your call, "blood decals" OK).

                     more

CATS micro-episode
These 2 levels can be played as standalone or as a series. To play as a set, simply complete Cat Bombs with Cats 2 installed. For Cats 2, a standalone start area is provided: 3 weapons are given immediately, with "par" ammo; the other three Cat Bombs weapons may be found near the start. On the other hand, as a continuation, starting stats depend on how you do on the first level (+20 health is added).

CAT BOMBS
Unreal Zero Concept Demo

This is a rough, basic level, not for the "quality over quantity" folks, released because I wanted something for people to try this concept for themselves! But it also leads into Cats 2. A track of my music is included instead of using Unreal's -- this is a "hard rock" level ;).
download .. Requires Unreal 226 or UT. (1.09 MB, 3rd beta 1/9/04 -- UT fixes)....

more
                                                                                                                                                                      carnage!
Tip for the very last jump: inertia is your friend.

UNREAL PLAY INFO

Tested with Unreal AND Unreal Gold patched to 226f, AND Unreal Tournament (GOTY Edition) 432 and 436, Athlon XP2000+, 256MB DDR RAM, GeForce2 MX (integrated), Win98 (original). 225 conversion tested with UT and Unreal 224v -- I could not get 224v to run properly under DirectX (probably Nvidia issue), OpenGL worked with good framerate but needed brightness adjustment in Windows settings to not be too dark, and still looked different.

Unreal: Start the game with the according console command. For medium Cat Bombs:
open u0cats_b3 ... otherwise add difficulty: open u0cats_b3?difficulty=0 ... Original Unreal defaults to software rendering, be sure to change. Later versions such as 226f (more here) give improved performance.

Unreal Tournament: It is not necessary to install any original Unreal files except for music in some Cats 2 versions. To play in plain UT, use the console and open command *without* starting any UT game. There is no savegame and a few sleepy enemies. To avoid this and get some other enhancements, install
Oldskool Amp'd; the Lite version is sufficient. Oldskool install: unzip to somewhere, run oldskool239.umod to install, in-game use Mods to activate, then use Open New Single-Player Game. Be sure volumetric lighting is enabled (may default off, find under Advanced Options>Rendering>your renderer). Brightness of U1 maps is same as U1, not as bright as UT maps, diff. setting needed.

UNREAL ZERO NOTES

The main modification is larger numbers of enemies, made playable by reducing their health to relatively human levels. Carnage and challenge is increased. Headshots and direct flak-grenade shots are often rewarded with single-shot kills. Also, the attitude and conventions are more back-to-basics FPS. System requirements (mainly CPU) are also increased compared to what was acceptable for Unreal at the time of its release. My interest in Unreal is from a open-minded consideration of the kind of game I wanted to make, rather than setting out to make Unreal levels. This shows the powerful engine and complex enemy behaviour in a new light.

The typical humanoid enemy has the health of a lightly armored human (110-140), with obviously larger or tougher enemies higher but still less than the highest normally in Unreal (1500-1800). The concept is released to the public domain in exchange for reasonable credit. To make a level, refer to Cats 2 for creature specs. To make a level "blank", open Cats 2 in the Ed, create new level, and include at least one of all modified actors you anticipate using in the level before closing the Ed. It is not necessary to implement difficulty filters in the level except regarding easy, since the AI difficulty is exaggerated above medium.


UNREAL ZERO


Singleplayer levels with high-action modified gameplay for Unreal.
Requires Unreal or Unreal Tournament -- info.

CAT BOMBS

Somehow I suddenly I find myself in a metal room, empty except for girders running overhead and a bit of nasty company. Already I know instinctively something has changed. I know I should be scared of facing several hostile aliens with minimal weaponry, but I'm not for some reason, and they fall quickly.

The metal room has an opening in the top, so I climb up ... only to peek up over the edge and see trouble everywhere. A huge mob of baddies. But I jump out suddenly, ASMD blasting.

There are these strange black spheres hovering in holes in the rock walls of this place. Weird. Just weird. I could swear those things look like cat heads, what these with triangular projections on top that look like ears and everything. Maybe I can push it ... it moves out and up, pushing me out of the way. Another whooshes by rapidly. If I had been in the way, I think it would have crushed me... like it crushed some Slith that materialize out of thin air. Not just Slith, but Brutes too, fighting together. Now I know something is wrong.

A floating square carries me to more cat things. But these are static spectres. I move on to what looks like maybe a spacedock. And sure enough, to a bigger cat sphere that might be a ship. It must have been waiting for me, because as soon as I land in the cockpit it takes off fast.

CATS 2

This cat-bomb-spaceship has a mind of its own. I see a pleasant green field in the void ahead, and suddenly it dumps me. Could have been worse, I land in a lake while the cat-ship crashes into rocks.

Shit. Hostiles everywhere. Fortunately still have my guns. I fight and fight to clear the infestation. A young Queen isn't too tough, but when I find her momma she still comes close to killing me. Even Warlocks are here, living in the wild, camping out anyway.

This place looks like a Nali place, with those monk statues on a plateau ... and a cat bomb?? There's a big bridge up to an opening in a cliff, but I cannot escape as the way is blocked ... by what looks just too suspiciously like cat teeth. More patrols appear... and I know things are going to get worse before I get out of here.

email: spentron@draac.com

My Cube maps          BACK TO MAIN

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.