Thanks for the kind words everyone

, I'm happy that people enjoyed my map even though it has its shortcomings when it comes to the level geometry. The thing that I worked on the most was the story, I always like giving a lot of personality to the characters especially the ones that you have to confront.
Mister_Prophet wrote:The Stardust character is interesting and the brief plot in this one got me. It's simple but unusual and doesn't follow the standard Unreal tropes, though many of the regular type stuff does occur (more naturally I feel). I also really dig being a UMS marine. Playing a SP that goes all out with a UMS protagonist is quite memorable.
I'm happy that Mr Prophet likes the main character Stardust, I handled the main character the same way that the Marathon trilogy handles its, the main character is both its own character and also an avatar for the players, a difficult balance to get right. If I ever make a sequel to this campaign Stardust's character will definitely become more complex and the events of this campaign will hunt all of the characters in the story.
Semfry wrote:There's also plenty of story details that are handled well, along with providing gameplay and secret hints in subtle ways, and I like the melancholy undercurrent that the Krall were basically doomed even before you came along (which, from what I recall, carries through the rest of the set).
Yes that's very much intentional, the main theme of the story is tragedy so every character in the story is affected by that sad undercurrent. The saddest thing about the story is that the Krall renegade group were not the only ones that were doomed from the start but also you as well, from the moment you decided to attack the Krall fortress the fate of everyone in that place was sealed included your friend which was the reason why you infiltrated the fortress in the first place. If only Stardust tried to communicate with the Krall and work together with them things would have been different, but that's not how Unreal works. Also something that people might not have noticed is that when you are outside of the fortress you can see three birds, they represent the Krall captain, your Nali friend and you. What happens to them foreshadows what happens to the characters in the story.
Semfry wrote:The architecture is relatively simple and it's a bit dark (since the newest public 227 has some brightness issues with XOpenGL I thought it might be that, but other maps I checked looked fine), but the main fortress looks good and I really like the idea of some lava cave so massive it basically works as an exterior.
The reason why the campaign is dark is because back in the day I was unaware of Zone Info's Ambient Lighting

(I never made that mistake again).
Sat42 wrote:Oh and the beginning reminded me of Hellscrag's Tashara's Cove, nice homage! Later, I also felt some EZkeel influences.
To be honest this campaign has a lot of influences:
Tashara's Cove (three playable maps, you revisit the first map in the third map, fourth map is a cutscene with interpolation points, first room is based on the first room of Tashara's Cove),
The Last Fortress (the idea of infiltrating a fortress, the contrast of darkness and the orange/red skybox),
Xidia franchise/ G59 (the focus on the story and the three dimensional characters),
ONP and Project Xenome (the secret system and how cutscenes work),
Nali Chronicles (the magical properties of the Nali Priests),
Legacy (its code help me to do the Cloak),
Hard Crash (the final two maps inspired the underground fortress idea),
Skaarj Tower - The Fall of Seethe/ The Landing (the focus on fighting the Krall, also The Fall of Seethe inspired me to only use custom music),
The Odyssey/RTNP:UE (the use of RTNP content),
Quake (the difficulty selection map and the amount of secrets) ,
Marathon Trilogy (the main character and the way the story is told) and
Prisons Of The Unforchers (the multiple exits).
Great video Semfry and you got all the secrets!!!, you are a superstar

Somewhere in Nevada...