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U1 Trivia Thread (Clear)

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User avatar YappieChappie
Skaarj Warrior Skaarj Warrior
Posts: 52
Joined: 28 Jul 2015, 23:53

Subject: Re: U1 Trivia Thread

Post Posted: 05 May 2016, 21:04

So now that you're done with the main campaign, does this mean we're going to be hearing about ALFA62, Jupiter, Nemo, and Dissent? What about some of the RTNP maps that didn't make this list?
There's quite a handful of them and they've been in practically every beta leak that I know of.

Missing maps:

Edge of Na Pali
Neve's Crossing
The Eldora Well
Glathriel Village
UMS Prometheus Maps (All 3 of them)
Spire Valley
Watcher of the Skies
Gala's Peak
Escape from Na Pali

EDIT: Whoops, I remembered that Velora Temple is Aztec.unr, which was already covered.
Last edited by YappieChappie on 05 May 2016, 23:13, edited 1 time in total.

UB_
Nali Priest Nali Priest
Posts: 7960
Joined: 11 Nov 2007, 21:00

Subject: Re: U1 Trivia Thread

Post Posted: 05 May 2016, 22:05

Those four cut levels are next in the list, probably this weekend they are all ready.

RTNP exclusive maps never saw any beta leak release (aside repurposed cut Unreal maps) so there isn't much to say about those, aside UMS Prometheus (the 2nd map) that was going to have more explorable areas in the ending section of the map and a shuttle flying by, and Gala whose "Abyss" idea originated from Epic for a bonus pack as seen in the Unbible.
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User avatar YappieChappie
Skaarj Warrior Skaarj Warrior
Posts: 52
Joined: 28 Jul 2015, 23:53

Subject: Re: U1 Trivia Thread

Post Posted: 05 May 2016, 23:01

So RTNP maps are not beta content? That's very confusing, in both the UT2004 port and RTNP:UE they refer to the packs as 'beta content.' The RTNP maps were in the part of the UT2004 version that had all of the crypt maps/cryox etc. so I always assumed they were a lot older.

Oh well, looking forward to the four cut maps!

UB_
Nali Priest Nali Priest
Posts: 7960
Joined: 11 Nov 2007, 21:00

Subject: Re: U1 Trivia Thread

Post Posted: 05 May 2016, 23:27

All the RTNP maps that have never appeared in any beta (EONP, Neve, Eldora, Glathriels, Prometheus stuff, Watcher, Gala and EFNP) are exclusively Legend content made for RTNP only, not Unreal.

RTNP:UE was just a combo of RTNP maps and redone Beta maps.
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UB_
Nali Priest Nali Priest
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Subject: Re: U1 Trivia Thread (Clear)

Post Posted: 07 May 2016, 21:09

ALFA 62 (ALFA62.unr)
  • ALFA 62 was one of the two cut Mercenary ships made by Myscha. It was never leaked in any of the beta but it was probably developed.
  • It was unknown where ALFA 62 was located but it was presumed that it was the landed Mercenary ship in FHub4; notes mention that the map came before HAL (the other Myscha Mercenary map which was likely the one in FHub6) and that ALFA 62 itself crash landed in a canyon.
  • ALFA was named after a class of Russian submarines; the 62 instead was named after the map build. Like HAL, Cliff came up with the title even for this one.
  • The Mercenaries of ALFA 62 were of the same group as of the Mercenaries of HAL. This group was not related to the ones in Terraniux/Cryox.
  • ALFA 62 was described as being an incredibly powerful and vast warship, built for military purposes only. It comprised several decks (around five of them) and had large rooms.
  • The ALFA 62 Mercenaries were searching for a planet to set a new large war base on it, however they ended up with Na Pali. Even this massive ship couldn't do anything against the gravitational pull of the planet and it crash-landed in a canyon. Half of the Mercenaries died; the surviving ones called for support (the HAL ship in this case, and possibly that other crashed Merc ship in the FHub4 lake) as they couldn't repair ALFA, opting to just guard the ship and its weapons, and killing anything that came nearby.
  • Nali texts that mentioned of a great fireball falling from the sky referred to ALFA 62.
  • ALFA 62 had speed boards that were used to quickly move to one place to another.
  • The AlfaFX.utx package refers to ALFA 62. Some of its effect textures were eventually used elsewhere, like in ISV Deck 1.
  • ALFA 62 in FHub4 was planned to be mandatory in a way that you needed some item in the map which was essential in another level. Could have been either an Asbestos Suit or a SCUBA Gear.
  • ALFA 62, compared to HAL, was slightly less combat-heavy and had some infiltration/exploration parts. As it was initially planned, you approached the ship where you would see a bunch of patrolling Mercenaries using speed boards; from there you started your typical infiltration.
    For the end of the map, it was planned for the ship to self-destruct. Once the countdown started, you had to escape from the ship as soon as possible with a speed board, otherwise you died.
  • ALFA 62 was planned to have intense use of randomized enemy placement for every time you would access or restart the map.
  • Late in development, ALFA 62's beginning took a different detour, similar to Prisoned Again in ONP: you were going to be captured by Mercenaries as you approached the ship's valley and put into ALFA 62's prison area. You had to sneak out of the ship with the help of a Skaarj - the only time where you would get an enemy pawn on your side. Myscha said that ALFA 62 ended up being quite off compared to the feel of the rest of the game.
  • It appears that Unreal was planned, in 1997, to have a shareware version consisting of the whole cut Beta section. Where in the original Unreal campaign you played as a female character, you played instead a male character in this side-campaign and you would collect Artifacts in the Crypts to proceed onward. Seems like this side-campaign was indeed going to start in ALFA 62 as a prisoner; this would confirm even more that the landed Mercenary ship in FHub4 was indeed ALFA 62.
  • ALFA 62's music track could have been Moroset.umx or StarOne.umx - this latter track, which came with a ambient and action songsection, was made by Brandon for a ISV Kran "music theme contest" but Epic went with MVDB's song.


Jupiter (Jupiter.unr)
  • Jupiter was a cut Unreal map. It was made by CliffyB, and it was his only starship-themed map other than Vortex Rikers.
  • It's unknown where Jupiter was located. It crashed in a lake and it could only be accessed underwater (in a similar style like how you'd access that crashed ship in FHub4's lake but no one knows if that was really a placeholder). It could have been in Triton's lake area too. Or it was going to be added in a bonus pack.
  • Jupiter was the map that had the weird alien textures in DecayedS.utx. Either way, it's unknown if Jupiter was ever developed but was likely at least started.
  • Jupiter was a hive-style ship piloted by an alien insect race (described as praying mantis) named Thre'-Krill (thray-cril) - probably an early name or a joke - used to find a new home. They ended up on a moon which was eventually hit by a meteor, kicking this moon to a new orbit. The new orbit's gravity was too much for these aliens, so they had to take the ship and find a new home. Sadly they ended up near Na Pali and they crashed in it due to the gravity pull. Most of the alien insects died and the survivors were eaten alive by Na Pali's creatures.
  • Jupiter's main gimmick was the Z-axis style exploration; after getting out of the bottom flooded section, you had to climb to the top where you could find an Artifact. There were going to be a lot of jumps (including with Jumpboots) and an overall strange layout, making the ship very hard to proceed through. Cliffy said it was going to be a tough job to make Jupiter.


Nemo (Nemo.unr)
  • Nemo was a cut Unreal map likely made by Shane Caudle.
  • Nemo was going to use the "submarine" textures of Starship.utx. These textures were seen in very old screenshots and vids (the 1997 "starting" map also had them) but it's unknown if the location shown was Nemo - and unknown as well if the map was even developed. Also unknown where it was going to be located.
  • Nemo was another ship crashed on Na Pali due to the gravity pull. It was piloted by a race of aquatic aliens, who were searching for a new home because the oceans of their planet were quickly evaporating due to pollution. Their technology was deemed sophisticated but crude in fashion (probably steampunk style or a la 20,000 Leagues Under The Sea's style). The aquatic aliens died on the impact.
  • Nemo was going to have a lot of dome-shaped areas. Most of the rooms were filled of water (not because of flood but because of ship design, remember the aliens were aquatic in nature) and like Jupiter, there was going to be a lot of Z-axis exploration.
  • Nemo had as enemies a bunch of scavenging creatures of Na Pali who used the ship as a shelter or to gather its resources.


Dissent (Dissent.unr)
  • Dissent was a cut Unreal map. It was made by Shane and it was his only hi-tech map alongside The Gateway. It was fully developed as seen in the trailers (it's presumed that Dissent was the unreleased industrial-style map with DecayedS textures shown in the videos) and it appeared to be very detailed build-wise.
  • Dissent used DecayedS.utx's main textures.
  • Dissent's description was written by Inoxx apparently, but Shane ended up doing the map.
  • Dissent's location was unknown; it might have been part of the section post-Cryox.
  • Dissent was a crashed Decayed ship from another planet. It contained a lot of biological resources that was able to extend an entity's life span. These resources could only be used by the richest aliens on this planet but everyone wanted eternal life. This sparked a civil war, which forced the aliens who had access to these resources to take the ship and escape. It eventually crashed on Na Pali, lying there for over hundreds of years.
    Skaarj found the ship and decided to use the biological resources to build a secret bio-weapon. The goo in the ship became extremely toxic, so the Skaarj hoped to create a virus from it in order to annihilate rebellious Nali and any other enemy.
    The toxicity of the goo made mandatory the use of Toxin Suits for exploration of the ship.
  • Dissent was divided in three sublevels, from the top to the bottom.
    • The first sublevel was the cleanest of them all. It was mostly going to be the restrooms, without toxicity issues.
    • The second sublevel was accessed through an air duct. Part of the ship here is damaged and you had to avoid the slime pools coming out from broken pipes.
    • The last sublevel was where the Skaarj and their bio-weapon were located. You had to take the Toxin Suit and explore the part of the ship flooded with acid. You would find an Artifact. A self-destruct idea for ending the map was also planned.
  • Parts of Dissent (assuming that's the map!) were shown in this trailer: https://www.youtube.com/watch?v=dFUykETAYZg (0:09 and 0:18).
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User avatar YappieChappie
Skaarj Warrior Skaarj Warrior
Posts: 52
Joined: 28 Jul 2015, 23:53

Subject: Re: U1 Trivia Thread (Clear)

Post Posted: 07 May 2016, 21:49

The bit with the Skaarj imprisoned in a laser cage is very likely Dissent, but the other unknown areas (aside from Acerak, nice clip BTW) you can't be sure. It's a bit sad that these levels were never leaked =(

UB_
Nali Priest Nali Priest
Posts: 7960
Joined: 11 Nov 2007, 21:00

Subject: Re: U1 Trivia Thread (Clear)

Post Posted: 07 May 2016, 21:55

YappieChappie wrote:The bit with the Skaarj imprisoned in a laser cage is very likely Dissent, but the other unknown areas (aside from Acerak, nice clip BTW) you can't be sure. It's a bit sad that these levels were never leaked =(


The imprisoned Skaarj was in an old version of Terraniux actually but was in a area separated from the rest of the map (it was probably going to be accessible from leftmost greenhouse).

The map I linked in the timestamps is the same one, that's confirmed.
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PikaCommando
Skaarj Scout Skaarj Scout
Posts: 18
Joined: 12 Oct 2013, 16:24

Subject: Re: U1 Trivia Thread (Clear)

Post Posted: 07 May 2016, 23:41

So it's over now? What about The Gateway? Looks like Inoxx made the most maps for Unreal with Myscha having one map behind.

Also, what does the F in FHub stands for? When's the beta walkthrough in the legacy site gonna be done?

UB_
Nali Priest Nali Priest
Posts: 7960
Joined: 11 Nov 2007, 21:00

Subject: Re: U1 Trivia Thread (Clear)

Post Posted: 08 May 2016, 01:13

Forgot/no-idea what the F meant. Anyway yes the thread is done but I'll post whatever new trivia comes up. Gateway was just made for MP purposes, nothing much to say about that one really.
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User avatar Buff Skeleton
>:E >:E
Posts: 4173
Joined: 15 Dec 2007, 00:46

Subject: Re: U1 Trivia Thread (Clear)

Post Posted: 08 May 2016, 22:33

PikaCommando wrote:So it's over now? What about The Gateway? Looks like Inoxx made the most maps for Unreal with Myscha having one map behind.

Also, what does the F in FHub stands for? When's the beta walkthrough in the legacy site gonna be done?


Fucker, obviously
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UB_
Nali Priest Nali Priest
Posts: 7960
Joined: 11 Nov 2007, 21:00

Subject: Re: U1 Trivia Thread (Clear)

Post Posted: 08 May 2016, 22:36

I think the funny name that was given for the F was Fake cause the hubs were really fake and didn't work lmao
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UB_
Nali Priest Nali Priest
Posts: 7960
Joined: 11 Nov 2007, 21:00

Subject: Re: U1 Trivia Thread (Clear)

Post Posted: 16 May 2016, 12:31

Krall were originally known as DeathAngels in 1996
http://www.betaarchive.com/forum/viewto ... 92#p411455
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User avatar Hellscrag
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Location: In a random access memory of dreams

Subject: Re: U1 Trivia Thread (Clear)

Post Posted: 22 Aug 2019, 23:38

With UnrealSP.Org ending service, and with this being such an important thread containing a wealth of information, I have archived UB's detailed posts (including the images that aren't broken) in a Word document. Not sure what to do with it, but maybe a PDF would be of some interest to OldUnreal. I'm also happy to send the document to anyone here who would like to have it.
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Life is what you make of it.

UB_
Nali Priest Nali Priest
Posts: 7960
Joined: 11 Nov 2007, 21:00

Subject: Re: U1 Trivia Thread (Clear)

Post Posted: 25 Aug 2019, 18:43

Hellscrag wrote:With UnrealSP.Org ending service, and with this being such an important thread containing a wealth of information, I have archived UB's detailed posts (including the images that aren't broken) in a Word document. Not sure what to do with it, but maybe a PDF would be of some interest to OldUnreal. I'm also happy to send the document to anyone here who would like to have it.


TY <3
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