16/11/2024 - "Unreal PS1 Episode 0: Horror Deck" by Yrex, Josh & Co.

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16/11/2024 - "Unreal PS1 Episode 0: Horror Deck" by Yrex, Josh & Co.

Post by Sat42 »

Map Titles:
  • Unreal PSX Intro
    Horror Deck
    Inuit Rocket Launch Base
Authors: Yrex, Josh, Pterodactyl and Co., based on the design document by James Hamer-Morton
From: Unreal PS1 Episode 0: Horror Deck
Filenames:
  • episode0intro.unr
    horrordeck.unr
    episode0outro.unr
EDIT [16/11/2024]: link to the latest version of the Unreal PSX Rework campaign (incl. Episode 0): https://www.mediafire.com/file/rstpzonw ... e.rar/file
EDIT 2 [27/11/2024]: Leo (T.C.K.)'s belated reaction to the MOTW thread can be read here (as director of the Unreal PSX Rework project, he provides additional commentary and insights): https://www.oldunreal.com/phpBB3/viewtopic.php?t=11119





Video Playthrough:


Synopsis: You and your bounty hunter partner Fay have been selected for training in a top-of-the-line virtual reality simulation. Pass the test or you won't be vetted for the lucrative Inuit Corporation mission currently up for grabs.

Should you succeed, you and your partner will have to travel into deep space. Apparently, an interstellar prison vessel crashed on some uncharted planet, and the powers that be have a vested interest in making sure that not a single convict escapes alive... but you sense there's more to this story, or Inuit would not be so heavily involved. Classified details of the mission will only be revealed once you pass the test...

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: 16/11/2024 - "Unreal PS1 Episode 0: Horror Deck" by Yrex, Josh & Co.

Post by Semfry »

I'll hopefully have much better internet from now on, so I've increased the resolution and video quality now uploading isn't awful. I'm not sure it matters in practice since modern encoders already do a good job even with bad settings and Youtube infamously butchers footage whatever you do, but hopefully video quality is a bit better now. I also played the whole new flyby at the end since I guess it won't be seen otherwise.

The intro map here is okay, but it's a bit uninteresting due to the total lack of active events going on, which are what makes these "Half-Life" type intros, so it's just riding through samey environments for a couple of minutes. I like the transition inside though, and the humans around add a bit more interest although they don't do too much; what actual dialogue there is is easy to miss given it's put in small text in the top left.

The "Horror Deck" is the main map here though, and it's decent. As some abstract holodeck design it works well enough, and I guess the theme transitions are explained by that. There's various little events like Skaarj ambush in the dark, destroying the generator, and the pipe "maze". From the new weapons the Blackmag seems to be a slightly slower Automag that doesn't need to reload, so isn't too different (maybe it's damage is different but I'm not sure?), but the Flamegun is incredibly powerful and basically a stronger, more dangerous Flakcannon, although ammo is too limited for you to rely on it too much. Progression was slightly obscure one or twice, as the vent falling after the generator can be easy to overlook, and I thought getting the toxin suit was a secret until I realized the pipe was toxic. I like the random corridor at the end with the rising pitch sound, although the actual "boss" it leads to just dies with the Flamegun, and the ending seems to cut in too fast to read the text.

I like how massive the rocket bay in the third level is, and it just keeps showing more floors as you go; it makes me wish there was more to do here than press one switch (which also isn't very clear that you need to backtrack all the way to the barrier at the top), especially as there don't seem to be any conversations or worldbuilding messages outside the end either. So it doesn't have too much going on beyond a sightseeing tour either. Then it goes directly into the new flyby which I guess shows it as the intro to the main Unreal PS1 set. Hearing that James Hamer-Morton had the original ideas is interesting because I thought he was just part of Operation Na Pali, but I guess he did some semi-official Unreal work too?

I played a version of Unreal PS1 ages ago but I guess that was a really outdated version, I know it has a big AI focus in the story so I'm not sure if the holodeck stuff is setting something up there.
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Re: 16/11/2024 - "Unreal PS1 Episode 0: Horror Deck" by Yrex, Josh & Co.

Post by TigerTheGreat »

He also did maps, some of his work is in the episode 3 of the pack. While it isn't yet in the rework, you can experience the original beta if you find it on LW.
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Re: 16/11/2024 - "Unreal PS1 Episode 0: Horror Deck" by Yrex, Josh & Co.

Post by Sat42 »

Semfry wrote:I'll hopefully have much better internet from now on, so I've increased the resolution and video quality now uploading isn't awful. I'm not sure it matters in practice since modern encoders already do a good job even with bad settings and Youtube infamously butchers footage whatever you do, but hopefully video quality is a bit better now. I also played the whole new flyby at the end since I guess it won't be seen otherwise.
Let me tell you: I noticed! I always use my 27" Thunderbolt display (2560 × 1440) to watch your videos and just with this MOTW's intro sequence, I perceived that I could appreciate the HD texture pack you use better than ever before :) and thanks for playing Unreal PSX Rework's full flyby at the end, it's perfectly on point!

So yeah, this is a curious one: not everyone knows there was an attempt at porting/adapting Unreal for the original Playstation! A silly idea really: no Unreal Engine game was ever released for the Playstation due to the console's technical limitations (it's not enough that you can technically run something at 15 FPS which is approximately the limit for a real-time game to be playable, you have to look at the conditions: small level, max 2 enemies on screen? and so on). That said, with more support the game could have been made for the PS2 instead, and talented individuals actually worked on the project before it was canned. Nick Pelling was the lead. Design docs were written and draft maps were built and many years later, a certain Leo (T.C.K.) comes along and undertakes the monumental task of attempting to (re-)work the bits and blobs into a coherent campaign, with various other people also contributing.

This MOTW isn't really about the main PSX campaign, however, as Episode 0 was actually built from scratch based on some notes left by James Hamer-Morton of Operation Na Pali fame, indeed :) (thanks Semfry for reminding me of where I'd seen that name before, I'm more used to his nick: eVOLVE!) The main mapper here is Yrex, with a certain Josh apparently leading the effort on the outro map, and I guess Pterodactyl is a nod to the original development team.

The intro map is fine thanks to the indoor segment and the human characters you meet, I agree with Semfry that it's a bit boring due to the initial flying segment lasting a full two minutes despite there being little to look at: simple and samey static environments, as if the intro expects us to be impressed like it's 1996 (the UT cityscape background with the starry sky is more pleasing than the actual 3D environment we're navigating, which makes sense since, you know, the UT cityscape skybox was made circa 1999)... And this is coming from someone who loves these kinds of slow-burn, "immersive" cinematic moments. The custom music track is nothing special, so it can't really elevate things.

But yeah, the main part of the episode is Horror Deck: it works well in context, I like the representation of how the simulation loads in at the start with a transition from the "wireframe" graphics to the "life-like" environment (which nonetheless lacks an unnecessary ceiling at this point), there's some good variety both in themes and gameplay and various bits will recall different parts of Unreal: the area pictured in the 3rd screenshot reminded me of the ISV Kran levels, while the area pictured in the 4th screenshot is undoubtedly a call-back to the hydroponic gardens in Terraniux - and at that point I thought the level was going to become challenging with the Mercenary hitscan attacks, but it remained on the easy side, even with the slightly obscure progression in a couple of instances. By far the greatest highlight is the Flamegun, which does come across as OP in this level, yes :) it really feels like the kind of stuff you'd find in EXU2.

Glad you liked the outro, Semfry! I too really enjoyed the massive scale of the rocket and adjoining facilities: while it also made me wish it were used for more gameplay-wise and/or story-wise (aside from the start with Hari and the ending with Fay which wraps things up nicely, there is only one blip of dialogue by a certain Boris who quips "'Sup"), I did appreciate how the whole map hoodwinks you into thinking you're getting ready to board the (realistically sized) rocket, when actually you end up going to another adjacent facility to board an RTNP shuttle! Very good overall and in fact, I think this is the best map in the episode! EDIT: it even reminds me of GoldenEye 007's Silo mission \o/

The point about the dialogue being easy to miss as it's non-voiced and relegated to some small text appearing in the top left is a recurring problem in Unreal PSX Rework. You can maybe help a bit with a bigger and better font but let's be honest, the way the campaign goes about it, with some significant chunks of dialogue, it really needs voice acting. A production values problem, at least for now (the project is still ongoing).

The focus on AI entities in the main campaign's story is nominally true (I haven't finished the latest version yet but, outside of the first act of Episode 1, I feel storytelling is weak and feels unfinished), so the holodeck training can indeed be seen as a bit of thematic foreshadowing.
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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: 16/11/2024 - "Unreal PS1 Episode 0: Horror Deck" by Yrex, Josh & Co.

Post by yrex »

I'm not proud of:
- horrordeck: the lighting in the ISV-style section and some others, which looks too flat
- horrordeck: the layout of the map, which feels kinda linear instead of like a real place

I am proud of:
- the rocket map music
- the camera movement in the flyby (mostly)

Misc:
- The UPSX rework at that time was usually made by me following Leo's precise instructions and feedback.
- The UPSX rework was usually made by combining various pieces of what we happened to recover. A bottom-up approach. So it will sometimes feel random.
- The rocket map required lots of work to turn it into something useful. It was rather mysterious (probably a demo of someone's skill?), even the author was only known as "Josh".
- Indeed, the dialogues would probably look better if they used the pickup message instead. As for voice acting, well, with modern AI tools...
- I was considering adding a song to the flyby, but I wasn't really satisfied with it.
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Re: 16/11/2024 - "Unreal PS1 Episode 0: Horror Deck" by Yrex, Josh & Co.

Post by ebd »

The game crashed a few minutes into the main map. Given the limited time left for the MOTW deadline and that it's another triple-feature, I don't think I'll have time to attempt it again.

Code: Select all

Critical: TickPhysicsObjects
Critical: (0/-1)
Critical: (004D006B00630061 <Invalid Scene Pointer>)
Critical: FPhysXSceneWork::Main
Critical: Critical error in thread worker 'PhysX' at task 'PhysXScene'!
Exit: Shutdown multi-threading took 0.01 MS
Critical: Error reentered: Error on main thread
Using 227J
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Re: 16/11/2024 - "Unreal PS1 Episode 0: Horror Deck" by Yrex, Josh & Co.

Post by Sat42 »

ebd wrote:The game crashed a few minutes into the main map. Given the limited time left for the MOTW deadline and that it's another triple-feature, I don't think I'll have time to attempt it again.
[...]
Using 227J
Sorry to see you ran into this bug, ebd! If it's any help, I used 227K without issues. Note that the 3rd and last map has no real gameplay aside from some limited exploration and functions as a playable outro.
yrex wrote:[...]
- The UPSX rework at that time was usually made by me following Leo's precise instructions and feedback.
- The UPSX rework was usually made by combining various pieces of what we happened to recover. A bottom-up approach. So it will sometimes feel random.
- The rocket map required lots of work to turn it into something useful. It was rather mysterious (probably a demo of someone's skill?), even the author was only known as "Josh".
[...]
Nice to have your comments Yrex! Since Horror Deck is a simulation, it doesn't hurt that it feels unlike a real place :) The flyby is indeed well done!

Thanks for elaborating a bit on Unreal PSX Rework's development. It explains the point I was making regarding the weak narrative. I'm almost done with Episode 1 and to be honest, it feels less like a campaign (again, aside from the first act with the Vortex Rikers) than a collection of maps of varying quality (I should say it always manages to be fun and the best maps are totally worth the detour).
I understood Inuit Rocket Launch Base to be primarily Josh's work since his name is listed first, but if you say it required lots of work to make it useful, then I guess that makes you the primary author? You say it may have originally been a demo: did it at least already have the rocket in its original state?
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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: 16/11/2024 - "Unreal PS1 Episode 0: Horror Deck" by Yrex, Josh & Co.

Post by TigerTheGreat »

Sat42: remember that both E1L3 and E1L5 have secret segments, namely Minos and Mine.
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Re: 16/11/2024 - "Unreal PS1 Episode 0: Horror Deck" by Yrex, Josh & Co.

Post by yrex »

I can't find the original file anymore, so I'm not sure, but I think the rocket was already there (well, it was called 'rocketmap' after all). The "lots of work" refers to the fact that the map originally had no progression or detailed brushwork, only basic blocky and somewhat noobish geometry.

Also, it used to have a huge empty vertical cave, going from the lava under the rocket all the way to the top of the stairs. So perhaps originally the map would've been set underground? But we removed it because it didn't really fit in the new use case.
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Re: 16/11/2024 - "Unreal PS1 Episode 0: Horror Deck" by Yrex, Josh & Co.

Post by Sat42 »

@Yrex: cool, thanks for elaborating! Interesting to learn that the rocket silo used to be like a natural cave. Though that might have been just temporary as well, given the rest of the info you shared (simple brushwork etc.) - Josh probably just needed the space to build the rocket :) [EDIT: Leo (T.C.K.) clarified that the big cave which existed in the original map was actually parallel to the rocket silo] You did a really good job expanding from there, as I already said, it's a very good map now!

@Delacroix: noted! I did come across the second secret map naturally while playing :)

EDIT [27/11/2024]: Leo (T.C.K.)'s belated reaction to the MOTW thread can be read here (as director of the Unreal PSX Rework project, he provides additional commentary and insights): https://www.oldunreal.com/phpBB3/viewtopic.php?t=11119
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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