14/09/2024 - "UMS-Sakura Crash-site" by Tobby "GTD-Carthage" Ong

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14/09/2024 - "UMS-Sakura Crash-site" by Tobby "GTD-Carthage" Ong

Post by Sat42 »

Map Title: UMS-Sakura Crash-site
Author: Tobby "GTD-Carthage" Ong
From: Project Zephon: Battle for Freedom
Filename: zp01-umssakuracrashsite.unr




Video Playthrough:


Synopsis: After the end of the Terraforming Wars, the Terran colonists on the ice planet Zephon became independent of the NEG and extracted considerable wealth from mining operations. But half a century after the titanic conflict which scarred the planet, the people have become complacent and even the story of the Skaarj mothership which supposedly crashed high in the mountains during one of those distant battles has begun to fade from memory...

A recent blackout in communications from Zephon was preceded by a series of garbled messages, only a few of which were determined by UMS to be distress signals.
In response, the Surveillance & Control of the Terran Colonies (SCTC) attached to the NEG has dispatched the UMS-Sakura with Commander Riley and his marines on an intelligence gathering mission...

Discuss!
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Waffnuffly wrote: It's tarydium-doped smoothies. Drunk by the player, I mean. The player is tripping balls. The whole game actually takes place in a large city and the player thinks he's on an alien world.
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Re: 14/09/2024 - "UMS-Sakura Crash-site" by Tobby "GTD-Carthage" Ong

Post by Semfry »

A great intro for the set. Probably one of the best intro maps out there in terms of both setting the scene and providing decent amounts of gameplay. The visuals are excellent throughout and perfectly set the scene for the ice planet you spend the whole set on, and stuff like the vehicles, AA guns and other more complex designs also add to the environment and make it feel like an actual place, as well as the various aircraft battles happening above you. While it probably had some tweaks in the patch, even in the original release this was one of the few Zephon maps that felt balanced from the start, with higher opposition than an intro map normally has, but nothing overwhelming. The layout is linear but also does a good job overlapping on itself, and the one or two times progression isn't fully clear stuff like new enemies helps to guide you towards the way further. The only thing I'm not 100% on is the use of Queensong for the music, as it feels a bit too climatic for an intro map, but it fits well enough, and this map is substantial enough to work as a standalone adventure in itself.
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Re: 14/09/2024 - "UMS-Sakura Crash-site" by Tobby "GTD-Carthage" Ong

Post by Masterkent »

Nice design, nice visual look. My only complaint is that the map has a low amount of enemies, especially on the Unreal difficulty in the SP mode. Weird difficulty filters remove some Brutes, so harder difficulty levels include a less amount of enemies than Medium does, that looks like a nonsense.

Since I never played this campaign at anything below Unreal, I didn't even know that this map is supposed to have a bit more enemies in SP, until I finally checked it in the editor today. I decided to add a fix for those difficulty filters, so now the map doesn't seem so empty at high difficulty levels.

Here are two walkthrough videos: the first one was recorded without the fix, and the second one includes missing Brutes:

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Re: 14/09/2024 - "UMS-Sakura Crash-site" by Tobby "GTD-Carthage" Ong

Post by Sat42 »

Cheers for keeping the intro in, Semfry! nice way to ease us into the campaign :) (and I did find it funny how the ultrawide resolution, which works fine during the space scene, sorta breaks the illusion during the crash scene :P also, the new HD texture for the mountains in the skybox actually gives off a noticeably altered vibe with the difference in hue)

@Masterkent: and thank you for your videos also, interesting to see Ultra-Unreal difficulty in action :) the weird difficulty filtering you mention is likely due to some complicated balancing history as Project Zephon started off unbalanced for SP. In fact, that legacy of the original release has been somewhat more influential than it should have been given that the campaign didn't get a re-review (yet) despite everyone now playing with v2.0 (which deserves a much higher rating).

I got around to playing Project Zephon rather late for no good reason and quite apart from its need of a re-review, I think this campaign is underrated - or at least underexposed. It did make a splash back in the day but it was also past the golden age of Unreal/UT mapping and while there definitely are other works which also suffer from underexposure, this one feels like a natural crowdpleaser.

And yeah, specifically UMS-Sakura Crash-site is a great all-rounder: 1337 visuals (better than stock UT and not just the environment, the vehicles are ace too), cool scripted sequences à la ONP (fighter aircraft in action are still a rare sight in our scene!), and as already mentioned it's a substantial adventure in its own right (it ends up being much more than just a crash site), not simply an "intro" map. You bet I spent around an hour here on my first playthrough, taking it all in - and while it leans toward easy (that's one thing that points to it as being a first map in a set), the gameplay is varied and the first time round it definitely keeps you on your toes (with the scripted sequences reinforcing that feeling).

I'm still impressed at the build quality given how much stuff is in here, you have to remember that - just like the (even now!) net majority of major SP projects currently available - this was all done in UED2.0 and as a two-bit mapper, I have to say this commands respect!

Also, on a purely subjective level, I really love the dominant aesthetic of the campaign (which is indeed perfectly showcased in this first map).
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Waffnuffly wrote: It's tarydium-doped smoothies. Drunk by the player, I mean. The player is tripping balls. The whole game actually takes place in a large city and the player thinks he's on an alien world.
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Re: 14/09/2024 - "UMS-Sakura Crash-site" by Tobby "GTD-Carthage" Ong

Post by Aspide »

Project Zephon might be one of the most beautiful looking campaigns, every mapper is at the top of their game, everything when it comes to level geometry is well made, complex rooms, great terrain and good texture alignment (for the most part), however this campaign is tainted by the awful first impression that it had when it was first released, that version of Zephon was only balanced for Coop, poor little souls that tried to play Zephon in SP were met with an incredible unbalanced campaign that made Unreality Episode 1 look like a cakewalk. Thankfully the team realized their big mistake and released a patch that fixed many things, the more important fixes were allowing the game to be played in other difficulties because the intro had a glitch that resets the difficulty to normal and the other important fix was balancing the campaign for SP.

This mappack was definitely inspired by the map "Genome Warriors" from Xidia Gold by Hourences, the ice textures, the way decorations are used, the level of detail in the level geometry, the fact that both Genome Warriors and the first map of Zephon used QueenSong for the music and there's even a corpse that uses the same ice texture skin from Xidia. Funny that the insane difficulty that the original Zephon had feels like another thing that the mappack has in common with Genome Warriors since that map has pretty dangerous enemies and not a single health pack, Hourences shows no mercy once again 8) . It's almost like Zephon is taking that map from Xidia and expanding it to a whole campaign. Also this mappack has an interesting relationship with SP2D after all they were made by some of the people that made Zephon. SP2D feels like a spiritual successor to Zephon.

UMS-Sakura Crash-site is a great introduction to this campaign, there's cold everywhere and you have to find a gun and find a way to escape, the story is pretty simple but there's many translator messages to flesh out the plot, with many logs telling stories of what happened in the facility before you arrived. The map has plenty of scripted sequences and they are amazing, especially the ones that have to do with the ships flying all over the place, very good job with the design of those ships. Probably the most impressive brush is the tank that appears multiple times through the level and also special mention to that turret that appears halfway through the map. An issue I have with this map is that there aren't that many enemies and difficulty filtering seems to work backwards (removing enemies the higher difficulty you play), I know that Zephon was facing a lot of criticism for the original release but this is not how you do difficulty filtering. The enemies of this map are pretty standard, however I like the fact that all brutes use the Behemoth's skin, it fits perfectly with the cold theme that this campaign is going for, the Skaarj are well used, I like the recreation of the first fight with the Skaarj from the original Unreal, CliffyB would be proud :D , the map also has pupae but they are pretty rare, however I noticed that locating pupae inside vents might be another nod to Xidia since that campaign was the pioneer of using pupae in vents.

This map doesn't have that many secrets but there's a hidden ASMD, good luck in finding it :wink:

Issues I found :
-This map sometimes uses the oldskool versions of the Unreal weapons, this causes problems with mutators (for example activate the OldSkool option to replace the Stinger with the Pulse Gun and play this map and find the first Stinger). (I recently realized that I made this mistake because I modified the level, my bad :D )
-The skybox looks great however the clouds don't move. Also the skybox is supposed to have fog but the zones where you see the skybox have fog turn off.
-If you pay close attention, you will notice that the mountains in the skybox are transparent.
-This map has pathnodes, but they are incomplete. Also the map uses LiftExits without a LiftCenter :?
-Ironically even though Zephon was made with Coop in mind, none of the maps have checkpoints.
-If you miss the Stinger at the start of the map, you are going to be in a lot of trouble. There's a second one but it's in a secret area.
-This map uses plenty of tree meshes, however they disappear out of nowhere when you start to look away, unfortunately this is an engine limitation.
-The corpses that have translator messages can be destroyed, rookie mistake 8).
-There's an ice pool that you can walk over, however the surface's height is lower than the collision, weird :shake:.
-This map is very unforgiving to players that make mistakes since there's only 8 health packs in the entire map. This map's difficulty feels the most similar to Zephon's original release.
-Some of the terrain textures are misaligned.
-The security fences kill you instantly, a little too brutal if you ask me, especially considering that this is the first map of the campaign.
-There's a door near the end of the map that has strange collision issues on the floor.
-The lift before the section where you fight the first Skaarj has a funny oddity, if you activate the lift, go outside and wait for the lift to reach its destination, you will notice that the pillar that supports the lift is floating, oops :lol:.
-A little nitpick, I wished this map had a music event at the end to stop the music so the transition from this map to the next one is more seamless.

All of this issues are tolerable but the one issue I can't forgive is that the author DELETED THE BRUSHES OF THE MAP :x , this is something that I simply cannot forgive and that alone makes me respect this map much less. The only other map in Zephon that does this is map 10 by WhirlWindWabbit, both mappers committed the worst cardinal sin in mapping.
Last edited by Aspide on 18 Sep 2024, 20:36, edited 2 times in total.
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Re: 14/09/2024 - "UMS-Sakura Crash-site" by Tobby "GTD-Carthage" Ong

Post by Sat42 »

Always great to read your detailed posts, Aspide! :) plenty of interesting tidbits...

LOL at the issue with the author's decision to delete the brushes of the released map: is it really that much of a bother, since we're explicitly told that we cannot modify the maps :P I know where you're coming from, and that you enjoy fiddling with other maps for personal purposes, but ultimately I think we still have enough examples of "leet" maps with all resources accessible to learn from as mappers.
One could take issue with the mentality behind such a decision: it's a form of gatekeeping. It may have made some sense back in the golden age of Unreal/UT mapping when some mappers literally used their work to get jobs in the industry (you don't want someone to be able to claim your work as their own). I do think this would no longer be a realistic excuse by Project Zephon's time however...
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Waffnuffly wrote: It's tarydium-doped smoothies. Drunk by the player, I mean. The player is tripping balls. The whole game actually takes place in a large city and the player thinks he's on an alien world.
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Re: 14/09/2024 - "UMS-Sakura Crash-site" by Tobby "GTD-Carthage" Ong

Post by fashahhh »

Had so much on recently so have had to miss a few weeks :/ .

This one still looks amazing. The SG Tech theme is done to perfection here. I really wish I could make vehicles like GTD-Carthage does! When I try complex vehicles they end up as a BSP buggy mess!

Particular mention has to go to the scripted sequences, particularly the gun turret destroying the fighter jet. Setting that up and getting the timings right must have been a challenge. I just wish maybe there was a destroyed section towards the end where it crashed (I know there's some smoke but a little wreckage would have been nice but that is nit-picking).

This level does lull you into a false sense of security on how easy it is considering how f**king hard the rest of the campaign is. I haven't played properly since the original release so hopefully it is much more balanced in the 2.0 version.

A minor gripe but I don't think the style gels well with the next map, although both builds are excellent. I feel there should be a hub map or larger terrain section between to distance the two bases.

This map has a lot of translator messages and scripted events which I seems to remember completely drying up as the campaign progresses to almost no background or story at all later on. Again later levels I played in the original version.

I noticed the intro sequence has been fixed for widescreen in the 2.0 version where the ship crashes. It would have been more convincing if there was an earthquake screen shake on the crash landing.

An awesome map overall and a great introduction map to the campaign.
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Re: 14/09/2024 - "UMS-Sakura Crash-site" by Tobby "GTD-Carthage" Ong

Post by ebd »

Leet visuals with a confusion pretzel layout and unfortunately a lot of oldskool jank.
Sat42 wrote:It may have made some sense back in the golden age of Unreal/UT mapping when some mappers literally used their work to get jobs in the industry (you don't want someone to be able to claim your work as their own). I do think this would no longer be a realistic excuse by Project Zephon's time however...
I don't think it ever made sense, except in the case of the 300kb mapping competitions and even then... Plagiarism can only get a person so far so in my opinion it comes down to paranoia and pride.
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