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.
UNREAL PLAY INFO
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.
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
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.
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