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Hypothetical "Unreal: Ultimate Edition"

For gameplay advice and broader discussion of single-player Unreal including custom maps, mods and mutations that alter the game.

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User avatar Hellscrag
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Subject: Hypothetical "Unreal: Ultimate Edition"

Post Posted: 02 Mar 2008, 20:25

Okay, this could never happen because of the legal and ethical issues associated with doing so, but if you were going to combine the best elements of Unreal, RtNP and the Betas into one massive SP campaign, how would you do it? What would you add, what would you cut, and what would you change?

If one just went for pasting maps together with the bare minimum of alterations required to make them flow together, introducing a fixed hub system and new weapon / creature placement, one could end up with a map list like this:

  1. Vortex Rikers
  2. NyLeve’s Falls
  3. Rrajigar Mines
  4. Depths of Rrajigar
    (NyLeve’s Falls)
  5. Chizra - Nali Water God
  6. The Ceremonial Chambers
    (NyLeve’s Falls)
  7. Dark Arena
  8. Harobed Village
  9. Terraniux Underground
  10. Terraniux
  11. Noork’s Elbow
  12. Temple of Vandora
  13. The Trench
  14. ISV-Kran Deck 4
  15. ISV-Kran Decks 3 and 2
  16. ISVDeck1
  17. Spire Village
  18. The Sunspire
  19. Gateway to Na Pali
  20. Na Pali Haven
  21. Outpost 3J
  22. Edge of Na Pali (turned to night)
  23. Neve's Crossing (turned to night)
  24. The Eldora Well (turned to night)
  25. Glathriel Village pt. 1
  26. Glathriel Village pt. 2
  27. Approaching UMS Prometheus
  28. UMS Prometheus
  29. Inside UMS Prometheus (with amendments to the storyline)
  30. Spire Valley (no desert theme)
  31. Soledad (turned to night)
    (Spire Valley)
  32. Morose (turned to dawn)
  33. Nagomi Passage (day) (no desert theme)
  34. Aztec
    (Nagomi Passage)
  35. Nexus
  36. Nexus End
    (Nagomi Passage)
  37. Foundry Tarydium Plant
  38. Bounds of Foundry
  39. Outside Cryox (icy theme)
  40. Cryox
  41. Watcher of the Skies
  42. Gala's Peak
  43. Escape from Na Pali (renamed) (different exit)
  44. Velora Pass (with beta entrance)
  45. Bluff Eversmoking
  46. Dasa Mountain Pass
  47. Cellars at Dasa Pass
  48. Serpent Canyon
  49. Nali Castle
  50. DemonLord's Lair
  51. Demon Crater
  52. MotherShip Basement
  53. MotherShip Lab
  54. MotherShip Core
  55. Skaarj Generator
  56. Illumination
  57. The Darkening
  58. The Source Antechamber
  59. The Source
  60. Ending Sequence


Would you add RtNP creatures / weapons? Would you work the Marines into the game? What would you do?
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User avatar Turboman
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Post Posted: 02 Mar 2008, 20:57

Well interestingly, i like your idea of the maplist, it doesn't change that much except for adding in the bulk maps at some points, but it fits fairly well...

however i see little wrong with the original game, i find that most of it plays at a pretty good pace, the game isn't annoyingly long and not to short either. there are only very few things i am bothered about regarding the maplist and order ;)

on the other side RTNP for me was a major dissapointment in that, it failed to deliver a proper amount of maps (the ones i anticipated from the beta) and its storyline is barely involving at all.
so i'll be tearing apart rtnp into the version its supposed to be according to me :o

MY RTNP VERSION:
    1. Bodega Bay (okay it doesn't exist, but i would have loved a level where you are allowed into exploring atleast a BIT of the bodega bay accompanied with starone.umx)
    2. Edge of Napali (day)
    3. Neve's Crossing (take a boat at the end rather then jumping a well)(dusk)
    4. Glathriel village Pt1. (late dusk)
    5. Glathriel village Pt2.(night)
    6. Crashsite(night)
    7. Crashsite1(night)
    8. Crashsite2 (marine battle here)(rainy night, if legend has good coders ;) )
    9. Spirevalley(dawn)
    10. Eldora Well, fits in REALLY well with that mysterious temple entry in u97(later dawn)
    11. Spirevalley Pt2. (lake slightly drained maybe? reveals soledad entry at dried sandbank)(day)
    12. Soledad(day)
    13. Spirevalley Pt3. (exiting soledad reveals some terran ship landings and marine beaming in around the area... chaos ensues between marines and titans and you :lol: )(dusk)
    14. Morose (skaarj again after defeating marines, you 2 - 0 marines )(late dusk)
    15. Nagomi Pass (not desert mind you)(night)
    16. Aztec (entering via rtnp area, not beta, map itself is u97 though with valley and such)(dawn)
    17. Nagomi Pass(day)
    18. Foundry(day)
    19. Bounds of Foundry (beta version, the entry valley is nice and its bigger too)(dusk)
    20. Glacena (the lift in BoF goes UP not DOWN, the player encounters titans, skaarj and frozen marine corpses, a foresight of what to come)(night)
    21. Abyss (the player encounters a marine fortress and fights marines again)(night)
    22. Mountain Fortress (yes even more marines here, though they seem to clash with the krall who are infiltrating the place via another teleporter on the right side of the fortress... once krall and marine are dead the WARLORD spawns at the teleporter (where he usually spawns, but then a teleporter instead of an abyss mind you!))(dawn)
    INTERMISSION: the rtnp endgame, but instead of blowing the bodega bay up the bodega bay pwns the shuttle and uses a tractor beam.
    23. Return to Bodega Bay (the player kicks some ass inside the bodega bay and kills the crew, blows up the vessel and leaves for space kthxbye!)


all creatures that rtnp had will be in here aswell, including more involvement of the marines which rtnp really needed.

nexus and nexusend are missing.. whys that :(
fun levels, but somewhat missing in the current unreal standards, its heavily unfinished but next to that the lack of z-axis give this map a very strong u95 feeling.

PS: intermissions are gay, so everything is done via GOOD OL FASHIONED TRANSLATORMESSAGES that rtnp especially lacked in that regard!
Last edited by Turboman on 02 Mar 2008, 21:04, edited 1 time in total.

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Post Posted: 02 Mar 2008, 21:04

I don't have any idea right now but Outside Cryox should be a desert or possibly a cave.

No icy theme after descending some KMs through Toxic.
Aside that, I pretty much agree with the list. Space Marines shouldn't appear, while Spinners will be encountered in more levels like Sunspire, Dasa Cellars, Bluff, Dark Arena, Vandora, Soledad, Morose, Nexus and Nali Castle.
Predators make their appearances in Spire Village, Nagomi Passage, Outside Cryox and Serpent Canyon.

Also, Outpost 3J needs a Skaarj Trooper boss, IMO.
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User avatar Jblade
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Post Posted: 02 Mar 2008, 21:08

I actually tried to do this, but I used stuff from loads of different SP mods as well. It was a huge mess, but I think something like this done by somebody who knows what the hell they're doing would be fantastic.

User avatar Rarsonic
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Post Posted: 02 Mar 2008, 21:45

Hellscrag's list is exactly what I would want. Curious... :P I am of the kind that things that the longer, the better.

And I might be one of the few that thinks that the UMS subplot would make a nice addition to Unreal. You know, finding dead marines along the way and making the CAR and respective ammo usable (GL and RL inclusion doubted, for redundancy with the 8Ball). You wouldn't know that there's the Bodega Bay over your head and that they are using you to get that weaponcore. Then you are surprised that those who imprisioned you now try to kill you as they have a lot of "reasons" to do so. You would find them in few other places as well. Then escaping the mothership would led you to be tractorbeamed to the Bodega Bay (zomg plot twist), and here you begin the steps UW clearly marked. :P

Also many music tunes should have a change of location. For example, SkyCity to be put on NaPali haven and SkyTown to be put in Glathriel Village, for example.
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Post Posted: 02 Mar 2008, 22:06

Actually, I se no objections in doing so - few mappacks have already used changed original maps so... You wouldn't add the whole engine there, just the changed maps - like an upgrade.

User avatar Mister_Prophet
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Subject: Re: Hypothetical "Unreal: Ultimate Edition"

Post Posted: 02 Mar 2008, 22:11

Hellscrag wrote:
  1. Vortex Rikers
  2. NyLeve’s Falls
  3. Rrajigar Mines
  4. Depths of Rrajigar
    (NyLeve’s Falls)
  5. Chizra - Nali Water God
  6. The Ceremonial Chambers
    (NyLeve’s Falls)
  7. Dark Arena
  8. Harobed Village
  9. Terraniux Underground
  10. Terraniux
  11. Noork’s Elbow
  12. Temple of Vandora
  13. The Trench
  14. ISV-Kran Deck 4
  15. ISV-Kran Decks 3 and 2
  16. ISVDeck1
  17. Spire Village
  18. The Sunspire
  19. Gateway to Na Pali
  20. Na Pali Haven
  21. Outpost 3J
  22. Edge of Na Pali (turned to night)
  23. Neve's Crossing (turned to night)
  24. The Eldora Well (turned to night)
  25. Glathriel Village pt. 1
  26. Glathriel Village pt. 2
  27. Approaching UMS Prometheus
  28. UMS Prometheus
  29. Inside UMS Prometheus (with amendments to the storyline)
  30. Spire Valley (no desert theme)
  31. Soledad (turned to night)
    (Spire Valley)
  32. Morose (turned to dawn)
  33. Nagomi Passage (day) (no desert theme)
  34. Aztec
    (Nagomi Passage)
  35. Nexus
  36. Nexus End
    (Nagomi Passage)
  37. Foundry Tarydium Plant
  38. Bounds of Foundry
  39. Outside Cryox (icy theme)
  40. Cryox
  41. Watcher of the Skies
  42. Gala's Peak
  43. Escape from Na Pali (renamed) (different exit)
  44. Velora Pass (with beta entrance)
  45. Bluff Eversmoking
  46. Dasa Mountain Pass
  47. Cellars at Dasa Pass
  48. Serpent Canyon
  49. Nali Castle
  50. DemonLord's Lair
  51. Demon Crater
  52. MotherShip Basement
  53. MotherShip Lab
  54. MotherShip Core
  55. Skaarj Generator
  56. Illumination
  57. The Darkening
  58. The Source Antechamber
  59. The Source
  60. Ending Sequence



That would be awesome.

And I would not add RTNP's weapons to it, but I would add its new enemies with the addition of downsizing the bot-like nature of the marines.
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User avatar Rarsonic
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Post Posted: 02 Mar 2008, 22:33

Somebody has to do it. Preferably a collaboration, to avoid multiple versions and because not everyone has the same skills.

Some maps would require completing/redesigning, such as the beta maps and the hub maps.

Some tunes from the beta should also be completed and found a place for them, as I stated in my anterior post.

And new-class placement and possible story redesigning should be taken in mind seriously too (need good mapplaners there).
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User avatar Hellscrag
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Post Posted: 02 Mar 2008, 22:52

I would enjoy being involved in such a project, but I don't really think that we should do it. Sharing smaller amounts of content (e.g. the occasional music track) is one thing, but the beta conversions are dubious at best stripping out the entirity of the beta, Unreal and RTNP would be far worse.

That's why the thread is entitled "Hypothetical..."
Neither Unreal nor RtNP are "abandonware".
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User avatar Creavion
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Post Posted: 02 Mar 2008, 23:28

Rarsonic wrote:Somebody has to do it. Preferably a collaboration, to avoid multiple versions and because not everyone has the same skills.

Some maps would require completing/redesigning, such as the beta maps and the hub maps.

Some tunes from the beta should also be completed and found a place for them, as I stated in my anterior post.

And new-class placement and possible story redesigning should be taken in mind seriously too (need good mapplaners there).


Why not add some Extra community unreal 1 style levels... :rolleyes:
I would If I could... give me a cheat for endless time and motivation

User avatar Hellscrag
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Subject: Re: Hypothetical "Unreal: Ultimate Edition"

Post Posted: 03 Mar 2008, 00:02

Taking my own list again, here's how I might do music.

I know that Seti.umx originally belonged to Morose and Gala.umx to FHub6, etc., but for me the retail games take precedence.

  1. Vortex Rikers - Vortex.umx
  2. NyLeve’s Falls - Dusk.umx
  3. Rrajigar Mines - DigSh.umx
  4. Depths of Rrajigar - DigSh.umx
    (NyLeve’s Falls)
  5. Chizra - Nali Water God - Chizra1.umx
  6. The Ceremonial Chambers - Seti.umx
    (NyLeve’s Falls)
  7. Dark Arena - Nali.umx
  8. Harobed Village - Hub2.umx
  9. Terraniux Underground - K_Vision.umx
  10. Terraniux - K_Vision.umx
  11. Noork’s Elbow - Fourth.umx
  12. Temple of Vandora - UTemple.umx
  13. The Trench - Fifth.umx
  14. ISV-Kran Deck 4 - Newmca9.umx
  15. ISV-Kran Decks 3 and 2 - Kran32.umx
  16. ISVDeck1 - Kran2.umx
  17. Spire Village - Spire.umx
  18. The Sunspire - Spire.umx
  19. Gateway to Na Pali - Surface.umx
  20. Na Pali Haven - SkyTwn.umx
  21. Outpost 3J - Isotoxin.umx (but kill it before the church ffs!)
  22. Edge of Na Pali (turned to night) - Twilight.umx
  23. Neve's Crossing (turned to night) - Neve.umx
  24. The Eldora Well (turned to night) - Sacred.umx
  25. Glathriel Village pt. 1 - Hub2.umx
  26. Glathriel Village pt. 2 - Hub2.umx
  27. Approaching UMS Prometheus - Starseek.umx
  28. UMS Prometheus - Moroset.umx
  29. Inside UMS Prometheus - StarOne.umx
  30. Spire Valley (no desert theme) - Newmca12.umx
  31. Soledad (turned to night) - Soledad1.umx
    (Spire Valley)
  32. Morose (turned to dawn) - Cyrene.umx
  33. Nagomi Passage (day) (no desert theme) - Journey.umx
  34. Aztec - Suspense.umx
    (Nagomi Passage)
  35. Nexus - SkyCity.umx
  36. Nexus End - Undrwrld.umx
    (Nagomi Passage)
  37. Foundry Tarydium Plant - Found99.umx
  38. Bounds of Foundry - Boundary.umx (preferably with a fixed loop)
  39. Outside Cryox (icy theme) - Magnus.umx
  40. Cryox - Inoxx.umx
  41. Watcher of the Skies - Watcher.umx
  42. Gala's Peak - Gala.umx
  43. Escape from Na Pali (renamed) (different exit) - Mountain.umx
  44. Velora Pass (with beta entrance) - Guardian.umx
  45. Bluff Eversmoking - Eversmoke.umx
  46. Dasa Mountain Pass - Newmca7.umx
  47. Cellars at Dasa Pass - Newmca7.umx
  48. Serpent Canyon - WarGate.umx
  49. Nali Castle - WarGate.umx
  50. DemonLord's Lair - WarGate.umx / Warlord.umx
  51. Demon Crater - Crater.umx
  52. MotherShip Basement
  53. MotherShip Lab - Unreal4.umx
  54. MotherShip Core - Unreal4.umx
  55. Skaarj Generator - Unreal4.umx / Warlord.umx
  56. Illumination
  57. The Darkening - Unreal4.umx
  58. The Source Antechamber - EndEx.umx
  59. The Source - QueenSong.umx
  60. Ending Sequence - utend.umx


EDIT: Still didn't use Newmca16, lol... Tashara's Cove may be the only map that it could ever fit!
EDIT2: Newmca16 could fit Edge of Na Pali, if Twilight were too forceful and rhythmic a track for the nighttime setting.

EDIT3: A while ago, Frieza sent me a track called "Tarwel" which, if I remember correctly, was another cut Unreal song. It might make a good song for Nexus, allowing SkyCity to go to Glathriel pt.2.
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User avatar Rarsonic
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Subject: Re: Hypothetical "Unreal: Ultimate Edition"

Post Posted: 03 Mar 2008, 00:42

  1. Vortex Rikers Vortex.umx
  2. NyLeve’s Falls Twilight.umx
  3. Rrajigar Mines DigSh.umx
  4. Depths of Rrajigar DigSh.umx
    (NyLeve’s Falls)
  5. Chizra - Nali Water God Chizra1.umx
  6. The Ceremonial Chambers Seti.umx
    (NyLeve’s Falls)
  7. Dark Arena Nali.umx (using OldNali.umx for tension)
  8. Harobed Village Hub2.umx
  9. Terraniux Underground K_Vision.umx
  10. Terraniux K_Vision.umx
  11. Noork’s Elbow Fourth.umx
  12. Temple of Vandora UTemple.umx
  13. The Trench Fifth.umx
  14. ISV-Kran Deck 4 Newmca9.umx
  15. ISV-Kran Decks 3 and 2 Kran32.umx
  16. ISVDeck1 Kran2.umx
  17. Spire Village Spire.umx
  18. The Sunspire Spire.umx (SS2)
  19. Gateway to Na Pali Surface.umx
  20. Na Pali Haven SkyCity.umx
  21. Outpost 3J Isotoxin.umx
  22. Edge of Na Pali (turned to night) Spire.umx (using SS1 in action moments)
  23. Neve's Crossing (turned to night) Neve.umx
  24. The Eldora Well (turned to night) Undrwrld.umx
  25. Glathriel Village pt. 1 SkyTown.umx
  26. Glathriel Village pt. 2 SkyTown.umx
  27. Approaching UMS Prometheus Starseek.umx
  28. UMS Prometheus Moroset.umx (all the map, using SS1)
  29. Inside UMS Prometheus (with amendments to the storyline) Opal.umx, with Dirt.umx if UMS included
  30. Spire Valley (no desert theme) Sacred.umx
  31. Soledad (turned to night) Soledad1.umx
    (Spire Valley)
  32. Morose (turned to dawn) Seti.umx
  33. Nagomi Passage (day) (no desert theme) Journey.umx
  34. Aztec Suspense.umx
    (Nagomi Passage) UnrealS.umx from the '95 beta in any of the returns, anyone?
  35. Nexus Magnus.umx (preferably "softened" to make it sound less Nü-Metalish)
  36. Nexus End Newmca16.umx
    (Nagomi Passage)
  37. Foundry Tarydium Plant Foundry.umx
  38. Bounds of Foundry Fixed Boundary.umx
  39. Outside Cryox (icy theme) Cyrene.umx (and don't look at me with that weird look)
  40. Cryox Inoxx.umx
  41. Watcher of the Skies Watcher.umx
  42. Gala's Peak Gala.umx + few patterns of Walking.umx
  43. Escape from Na Pali (renamed) (different exit) Mountain.umx, using SS1 and Warlord.umx
  44. Velora Pass (with beta entrance) Guardian.umx
  45. Bluff Eversmoking Eversmoke.umx
  46. Dasa Mountain Pass Newmca7.umx
  47. Cellars at Dasa Pass Newmca7.umx
  48. Serpent Canyon Wargate.umx
  49. Nali Castle Wargate.umx
  50. DemonLord's Lair Warlord.umx
  51. Demon Crater Crater.umx
  52. MotherShip Basement EndEx.umx
  53. MotherShip Lab Unreal4.umx
  54. MotherShip Core Unreal4.umx
  55. Skaarj Generator Unreal4.umx + Warlord.umx
  56. Illumination
  57. The Darkening Unreal4.umx
  58. The Source Antechamber UnrCirc.umx (used preferabily with a darkened level)
  59. The Source QueenEnd.umx
  60. Ending Sequence Utend.umx
Last edited by Rarsonic on 03 Mar 2008, 00:44, edited 1 time in total.
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User avatar cronodevir
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Post Posted: 03 Mar 2008, 05:44

Remove all the Cave maps..and you got a good game. Lol..i didn't like the caves very much to be honest. It was always a 'shit..i gotta run through these maps"
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Post Posted: 03 Mar 2008, 06:41

cronodevir wrote:Remove all the Cave maps..and you got a good game. Lol..i didn't like the caves very much to be honest. It was always a 'shit..i gotta run through these maps"


Cave maps? Which cave maps? :?
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Post Posted: 03 Mar 2008, 07:53

Raijgar [sp?] Didn't like that series of maps. the temple maps were probably my favorite of all the original SP campagine maps. Nyleve falls was nice too.

but in general, i didn't like the cave maps, or some of the castle maps.
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