12/10/2024 - "NaRaLuk Village + Temple of Gazra" by Sergey "Eater" Levin

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12/10/2024 - "NaRaLuk Village + Temple of Gazra" by Sergey "Eater" Levin

Post by Sat42 »

Map Titles:
  • NaRaLuk Village
    Temple of Gazra
Author: Sergey "Eater" Levin
From: Nali Chronicles
Filenames: NCLevel001.unr, NCLevel002.unr




Video Playthrough:



Synopsis: It was the coming of the dark Third Age of Suffering for the Nali people as the great Prophet in his secret halls summoned a messenger to his side. The Prophet ordered for the guild of mages to scatter. To hide in the small villages scattered among the forests, swamps, and mountains, to hide from the demons that were coming from the sky.

The village of NaRaLuk has avoided the attention of the demons for two hundred years, but its days are at an end. The demons are coming for this outpost of power and the Nali mages must fulfill the ancient mission bestowed on them by the Prophet.

You play the part of a Nali Mage on a mission. A skilled mage will have many abilities at his disposal. You will be able to use weapons and interact with your environment as well as invoke powerful spells, but such abilities are only useful if applied correctly. As most of the environment around you is one built by Nali, you will be able to read messages left by those before you and observe the words of the gods written on the walls. Those messages of importance will be automatically stored for future reference in your journal. As a Nali, you are able to talk to other Nali: for the benefit of those who do not understand their language, an English translator has been built into the game. The mod includes: custom music, custom weapons, spells (never-before-seen in Unreal!), new pickups and a potion mixing feature, all integrated into a new Nali-style HUD.

Discuss!
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Re: 12/10/2024 - "NaRaLuk Village + Temple of Gazra" by Sergey "Eater" Levin

Post by Semfry »

As said on Discord, the HUD doesn't scale right so text in the video is really small, and the 227 version of the mod doesn't have the custom controls implemented so isn't really playable (also the master survived getting nuked in the first level somehow, which is a kind of funny accident)

After the well done intro the village is a nice start, but it's a little simple and, while it does ease you into the character interactions and other RPG elements, it doesn't really build too much of an attachment before things kick off, I also feel the music for the invasion is a little too upbeat given the context. I remember there was an issue with the Skaarj at some point (either being too over or undertuned), but they aren't an issue now if you follow what the story suggests. Since they're so boosted I guess you could grind spell levels off them, but there aren't any magic draw points here so it wouldn't be too effective.

The Temple is a good first proper level; it follows the style of Eater's maps of being on the simple side in geometry, but among my favourites in the set because they're mostly full locations with a lot of room for exploration. A lot of this level is optional, although it's quite rewarding to explore given you can miss your first water magic spells if you don't, and the layout does a good job supporting the narrative of this being multiple catacombs and tunnels layered together. The combat is a little awkward on account of being mostly pests (at least a lot of the Slith don't seem to have ranged attacks), and you only having melee and a Biorifle-like magic projectile to start with (although it one-shots almost everything here when charged), but if you get the Ice Crystal spell early it's a bit less clunky, although not being 100% accurate means it can still having issues at range. Plus, if you realise how effective armour spells are even the starter ones provided here let you make a lot of mistakes and still take minimal damage. The underground town area feels a little cramped, but I guess that is somewhat supported by the story there. Given it's referenced a lot in the map it actually seems like there's no "treasure" to find here (and I even flew around to check), unless you count the new spells anyway. I'm not sure if it was planned at this point, but the fact this level is brought back at the end of the set is a nice callback, although I don't think the treasure is referenced there either?
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Re: 12/10/2024 - "NaRaLuk Village + Temple of Gazra" by Sergey "Eater" Levin

Post by Aspide »

I really, really like Nali Chronicles :D , it's one of my favorite custom campaigns for Unreal/UT, this mod is basically Unreal combined with RPG elements like more focus on the story, NPC interactions, a companion, a system that allows you to get special powers by combining ingredients, a log that records everything you read, etc. But even with all of that NC is still a first person shooter at the end of the day. There are so many things to like about this project like the unique story (which is connected to the original Unreal in a very interesting way), the dialogue (which thankfully doesn't use human language, voice acting and Unreal/UT mods don't mix very well), the new gameplay features like the magic system and the alchemy system (the alchemy system can be confusing because the game doesn't do a good job explaining what a "piece" is when you are making a potion), the fact that you play as a Nali (complete with being slow and jumping higher) and of course the music (which in my opinion is just as good as the original Unreal :) ). The campaign in general has decent level geometry and lighting but it isn't that impressive, especially considering that this project was done after other mods like ONP and Xidia. There are many issues with texture alignment, scaling, choice, lighting effects and ambient lighting, all of these things really gives NC a more amateur look. Also this campaign uses too many decorations and some of them are either located incorrectly or have issues with lighting.

NC is a UT99 mod but it doesn't use OldSkool Amp, which is a real shame since this campaign will benefit a lot from OldSkool's new features like permanent carcasses and decals, this also applies to other projects like Spatial Fear.

The map that appears when you start NC does a great job at telling you everything you need to know about the story: the destruction of the village, the corpses everywhere, the marks of the battle and that poor crucified Nali. Also the reflective water looks great, reflective surfaces and skyboxes don't mix very well because it causes many HOM errors but thankfully you are never going to see it from the angle of your camera.

NC also has a tutorial map, it's quite decent at teaching you all the necessary stuff you need to learn, however one thing that NC never teaches you properly is how vitality and bloodlust work (which I still don't understand to this day :lol: ). Also at the end of the tutorial you can damage the Nali and the Cow , something you aren't suppose to do.

The intro is great, it's quite ironic that this map uses the ending song from Unreal considering that it's the first song that plays in NC. Scripted sequences are great, the timing of the camera work and the music works really well (unless you pause the game :cry: ). One great thing about cutscenes in NC is that you can skip them if you want, which is great when you are replaying the campaign and you want to focus only on the gameplay.

NaRaLuk Village is a level where all you do is explore and get some items, so there isn't anything interesting to talk about except for the final Skaarj ambush which is very effective, however it's bizarre that while the majority of the Skaarj can be killed, there are like two of them that are basically immortal, very strange. The choice of music for that ambush is odd (the music from the trophy room from UT) , however at least it's consistent because this song appears again, so this song is like the Skaarj theme in NC.

Temple of Gazra is still a "tutorial" map where you get the chance to become comfortable with the new spell/magic system. I like that since you only have the knife you are forced to use the spells, however one tiny detail that the game never teaches you is that you need to use spells from a specific book in order to reach level 1, this activates more locations to recover mana, so if you don't know this you are going to have a bad time. The level design can be a little complicated but the map is small, so it's very unlikely that you will get lost, however the objectives can be more confusing than the level itself, especially when you have to press two levers only to activate other levers that also need to be pressed, it's quite confusing.

Issues I found:

NaRaLuk Village:
-The invisible Tree9 decoration appears in this map.
-For some reason there's a mana zone for a book that you cannot have at this point in the story.
-The nali rabbits have a tendency to go underwater.
-The source of some messages can be moved, this also happens in other maps.
-There are some decorations on top of tables that you can move, if you are very, very unlucky you will die instantly when touching one of this decorations, this issue also appears in map 3 but there it's much worse.
-Some of the Skaarj at the end of the map have an insane amount of health, but some of them are normal.
-Terrain texture alignment is not good, also the choice of texture for the water is questionable. This also happens in other maps.
-The flames have a small texture alignment issue at the top.
-There isn't a fail-safe that kills the Nali Priest, so he can survive the rocket blast depending on the preferences of your game.
-If you skip the conversation with the Priest at the end of the map, you can accidentally get killed by a Redeemer blast that appears outside the building.
-The health items at the end of the map are floating.
-Flames don't have a sound, this also happens in other maps.
-The majority of the maps don't use any DynamicAmbientSounds.

Temple of Gazra
-Zone Infos don't have ambient brightness, which can make seeing dark areas difficult especially considering that you don't have a flashlight at this point in the story.
-Terrain has no texture alignment, not even the floor/ceiling textures were aligned.
-Some messages have weird collision issues.
-Just like in the previous map, there's a mana zone that uses a book that you don't have yet.
-There are items on top of tables that can be destroyed, so if you break the tables the items will end up floating.
-Tree9 also appears in this map.
-A little nitpick, if you decide to leave the two lever objective for the end, you won't get the chance to listen to the second song that much.

Also FUN FACT (well not so fun) : if you play NC in UT using the NC menu, you can only play the campaign in Medium difficulty, also the majority of the maps don't have any difficulty filtering and there's no coop filtering. oh no :shock:
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Re: 12/10/2024 - "NaRaLuk Village + Temple of Gazra" by Sergey "Eater" Levin

Post by ebd »

I played some of Nali Chronicles back in the day. I don't know what they were doing that needed a separate executable and it crashed 30 seconds in, maybe due to galaxy, I'm not sure.
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Re: 12/10/2024 - "NaRaLuk Village + Temple of Gazra" by Sergey "Eater" Levin

Post by Sat42 »

ebd wrote:I played some of Nali Chronicles back in the day. I don't know what they were doing that needed a separate executable and it crashed 30 seconds in, maybe due to galaxy, I'm not sure.
I imagine you got past that first crash since you say you played some of this, not just 30 seconds I hope :P [EDIT: seems I misunderstood, the crash 30 seconds in happened now, not "back in the day"] Bugs like CTDs did happen with this mod but thankfully nothing systematic, a simple reload would do the trick. As Aspide said on Discord, the mod uses different *.ini files in place of the UT ones. Note that I still use UT v436 to be on the safe side with these mods, though I'm sure the community patch v469 will eventually be compatible with everything.

Ah, Nali Chronicles... so many good memories, it may not have any of the best looking maps made by the community but build-wise it can still rival the mother game at least, and besides there's so much cool stuff in here: you play as a Nali, you have unique custom weapons, AND you have an RPG dimension with a spell system divided into different branches of magic where it's up to you to choose which corresponding spells to use in order to specialise... among other things! Holy moly!! Just the gametype alone must be the most ambitious of any SP-centric mod :o A fact driven home by my experience replaying the campaign's first maps now, I really needed the tutorial again in order to get a handle on all of the game's mechanics. Potion brewing FTW!!

And while I don't think the overall narrative experience of Nali Chronicles is more than simply good (there's just a lot more story content than usual, which is fitting given the RPG dimension), I have to say that it occupies a kind of "canonical" space in my head with respect to the lore of the Unreal universe, despite my conscious understanding that this is just "fanfic", and this is a testament to the mod's achievement of credibly linking its story with that of the original game.

Of course, with this much to learn upfront, it makes sense that - after the intro cinematic - the campaign starts slowly. NaRaLuk Village has an old school charm to it, and you can really go at your pace before "triggering" the attack.
Semfry wrote:[regarding the video playthrough] (...) also the master survived getting nuked in the first level somehow, which is a kind of funny accident (...)
That surprised me too and guess what, on my new attempt now, the same thing happened :P pissed me off as it breaks immersion, so I reloaded and then the master died properly with his head being blown off lol!

I agree with the others that Temple of Gazra does a really good job at being a first proper gameplay map, where you get to do a bit of everything: exploration, fighting, and problem solving. The leveling-up system does go well with a rather low-key start, and at the same time it isn't exactly hand-holding the player as the way to go isn't straightforward and Eater seems to trust the player to be smart about opportunities for exploring optional areas. And indeed, we return to this level towards the end, but that's a story for another time. :)
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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: 12/10/2024 - "NaRaLuk Village + Temple of Gazra" by Sergey "Eater" Levin

Post by Masterkent »

For those who'd like to try playing Nali Chronicles with Unreal 227j/k or Unreal Tournament 469.

Installation:

1) Download ncfinal.zip from
https://www.oldunreal.com/downloads/unr ... campaigns/

and unpack it to the root game folder (which contains subdirectories Help, Maps, Music, Sounds, System, Textures).

2) Create a copy of your Unreal.ini (for 227) or UnrealTournament.ini (for 469) and rename it to NaliChronicles.ini.

Open NaliChronicles.ini with a text editor and modify the lines for parameters LocalMap, AltLocalMap and Console under sections [URL] and [Engine.Engine] as indicated below:

[URL]
LocalMap=NCLauncher.unr
AltLocalMap=

[Engine.Engine]
Console=NaliChronicles.NCConsole

3) Create a copy of your User.ini and rename it to NCUser.ini.

4) Create a batch file NaliChronicles.bat inside the game's System directory, open it with a text editor and put the following line there:

start Unreal.exe -ini=NaliChronicles.ini -userini=NCUser.ini

or

start UnrealTournament.exe -ini=NaliChronicles.ini -userini=NCUser.ini

depending on which game you're going to use, then save the changes.

5) In case of using Unreal 227j/k, download the latest archive that includes ported Botpack and NC files from
https://www.moddb.com/mods/botpack227/d ... botpack227

Unpack the archive and copy the contents of directories Botpack, Files for campaigns/Nali Chronicles, and SP menu support/227j to the root game directory, replacing any similarly named existing files.

Download the archive with UT files for SP from
https://www.moddb.com/mods/botpack227/d ... les-for-sp

unpack it and copy the contents of UT files for SP to the root game directory without replacing any existing files.

Running and configuring the game:

Just run NaliChronicles.bat. The extra keybindings of the addon can be configured via menu Preferences -> Controls.

In case of using Unreal 227, it's possible to run Unreal.exe with the default config files and configure the NC keybindings via menu Preferences -> Controls. All those commands won't be useful anywhere outside of Nali Chronicles, so it's up to you to decide whether they should be stored in a separate config file or not.

TBH, I barely tested NC on 227, so lots of bugs can be expected. OTOH, some bugs were fixed already: f.e., you can choose difficulty from the NC menu (it will actually work with the recent B227 update) and talking Nali won't be able to turn around at infinite speed.
Last edited by Masterkent on 19 Oct 2024, 20:13, edited 2 times in total.
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Re: 12/10/2024 - "NaRaLuk Village + Temple of Gazra" by Sergey "Eater" Levin

Post by Sat42 »

Masterkent wrote:[Guide for playing Nali Chronicles with Unreal 227j/k or Unreal Tournament 469.]
Cheers mate, that's some good info, will definitely refer to this in future! :)
Nali: Magic or Telekinesis
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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