30/11/2024 - "The Crystal Manta" by Skywolf

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30/11/2024 - "The Crystal Manta" by Skywolf

Post by Sat42 »

Map Title: The Crystal Manta
Author: Skywolf
From: The Descent
Filename: TD-03-Skywolf.unr




Video Playthrough


Synopsis: You survived this far - but you are in over your head. The Forbidden Caves are actually much more than the name suggests: you are only just beginning to realise that you are going to have to journey through several layers of the lithosphere, an entire underworld comprised of multiple ecosystems - and with more than just vestigial traces of sentient activity. Hazards - and hostiles - naturally abound, and the kidnapped Nali child may be a lost cause - but you cannot reach the surface using the same way you came down, so the only way is forward for now...

You reach some ancient structure that appears to be of a different origin to the previous ruined complex. Intriguingly, you find an old tablet that seems to provide a code mapping one set of symbols with another, more recognisable set of characters. In the same zone, you happen across some evidently much more recent notes left by a certain Dr E. Sullivan. You have been starved for information until now, so the translation slab and these first hand accounts of this new area should prove useful...

Discuss!
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Re: 30/11/2024 - "The Crystal Manta" by Skywolf

Post by Mister_Prophet »

This the best level about fighting mantas ever made for Unreal. It is also a super creative charmer and probably the level of The Descent I think about the most whenever that pack springs to mind. This is also a fantastic sales pitch for why the 227 patch has the long term survivability factor for Unreal. In fact, if someone asks you why you should patch your copy of Unreal or Unreal Gold, just show them Semfry's video. Or any screenshot from this level.

There's already great details like an innovative new melee weapon system unique to this level and a new translator window, but so much of what makes this level rad is done by meshes. And what isn't meshed is emitted. Crystals crackle, streams curve around bends, cold stoned caverns sprout red grass, and...oh it's just a fantastic level for a lone authorship. Skywolf was flexing hard with this one, much like some of the other mappers were with theirs. I remember being in love with most all of the Descent (and what I didn't love, I certainly liked a lot) and considering the talent put together for the compilation this is no surprise. But this level in particular was the first map I can remember personally playing from Skywolf. If I've missed their Unreal stuff before than I feel like an idiot. Some of these Descent levels had enough going on to pad out a whole small campaign and for this one it is especially true.
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Re: 30/11/2024 - "The Crystal Manta" by Skywolf

Post by Semfry »

In the playthrough it seems there's a bug that made the walls of the "prison" cave black (i think the rest was fine?). I didn't realise until too late, so I'll have to look into it and maybe re-record if I can fix it.

A map that does something completely different with Unreal gameplay and mostly succeeds. The visuals stand out for mostly using mesh geometry for the caves (I guess many of the interiors use them too), which gives them a very smooth appearance and various details you couldn't normally get in Unreal 1, and there's also various new meshes for the grass and other details to add to that. I recall I had some major performance issues in one or two areas (namely the first big cave with the water below) even on decent hardware before, but they didn't seem present this time so I guess 227 updates+some optimisations for 1.1 mostly fixed that.

The new staff weapon the level is built around is introduced well and it's established early that using the environment wherever possible is much more effective than using it as a direct weapon, and the use of crystals as an infinite source of ammo creates a nice dynamic between areas where you have to be more careful (or just run, which is technically effective a lot of the map) and ones where there's an easy charge source nearby. There's enough, but health is also relatively rare is some areas, and the new grass healing item can be easy to miss (although 1.1 makes it a bit more obvious), so that also leads to direct combat not being desirable most of the time. The story has the interesting twist that the writing implies you're technically helping the villain, but they help in the end, and since there's not much cross-level story (even if the Manta technically shows up in the last map) that part is mostly left to your imagination. Although I think I might have missed a message or two around the Manta in the playthrough? Since the messages there replace each other there there's always been some issues at that section although they were mostly fixed.

I thought the primary of the Staff was a little too useless on the higher difficulties in 1.0, and since it's mostly a puzzle tool, one thing on this level is there's actually now a bit of code that makes it do more damage on the higher settings so the amount of shots to kill Mantas is equalised. I think it leads to bit of weirdness with the Spinners as the only non-Manta enemy, as they scale a bit differently and technically die in one or two less shots on Unreal difficulty, but since they're still way faster and more aggressive on Unreal they are still more dangerous so it doesn't matter much.
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Re: 30/11/2024 - "The Crystal Manta" by Skywolf

Post by yrex »

I think this was my favorite (or one of my favorites) map in this mappack.
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Re: 30/11/2024 - "The Crystal Manta" by Skywolf

Post by Aspide »

This is one of the best and most memorable maps in The Descent, this level is very unique compared to the rest of the pack (almost feels like a completely different game sometimes) and this might be one of the best levels that showcases the new features of the 227 patch. This mappack is all about a combination of different stories and settings where the only thing connecting them is the vague story that concludes in the final level and of course the gimmick that you are always descending, besides that this levels have nothing to do with each other (however the final map connects the dots in a very clever way). This level is definitely one of the levels you think of when you talk about The Descent.

Geometry is a highlight of the map, good brush work, great lighting (really like the blue color theme this map has), great texture choice and alignment. However the biggest surprises are the emitters (especially the ones used for the blue lighting bolts used everywhere in the map) and of course the Static Meshes. This level uses Static Meshes very well, they are used for many things in the level but the most important thing is the caves, that's right the caves aren't brushes, they are Static Meshes, which is very impressive. Looking at this map in the editor gives me the impression that the level was made like an UE2 map, where you have to use SM very carefully since BSP is still the basics of level design (like for example the caves need to be located inside a subtracted space, something that happens all the time in UE2 maps), the level also uses Water Volumes, just like UE2 :wink: . However using SM has a downside, they don't allow decals which is a big shame since decals are one of the best things about the 227 patch. Also this map suffers a lot from FPS issues, I really don't know what's causing the problems, it could be a combination of the SM, emitters and the fog (I really think the fog is the reason why the FPS are soo low). Lighting is great too, the level uses a great combination of colors including a great contrast of warm colors and the cold ones which are the most recurring ones in the level.

Sound Design is really strong, Ambient Sounds are used everywhere and whenever you get close to the crystals to recharge your weapon the crystals play a sound, however there aren't any Dynamic Ambient Sounds :cry:. Music is good however it was a wasted opportunity to use a completely new song for this map, however the level does use a song from the Unreal Beta, but still more could have been done. Also the other songs used in this map (Fifth and Nali) don't fit the level very well.

Gameplay is the most unique thing about this map, this level gives you a new weapon, which becomes the main focus of the level design, almost like the entire level was made with that weapon in mind. Using the primary fire shots a very weak electric beam, it's not very effective to deal damage but it's useful to activate elevators. The secondary fire is the best way to deal with the enemies because it pushes them away and the trick is to push them into deadly areas in the level, so overall this map feels like a puzzle map where you have to use the level itself to defeat the enemies. it's pretty cool however it's quite weird considering that the levels before and after are normal maps with the usual arsenal. The problem is that this type of gameplay could potentially alienate people that are familiar with Unreal, especially the idea of pushing enemies to dangerous places to kill them. Thankfully the level provides you with messages that do a good job introducing that idea, I still think it would have been a better idea to show this new concepts instead of telling you those things in messages, the same goes for the concept of using the weapon to activate doors/elevators. When you become used to the new gimmicks this level is very easy, even in Unreal difficulty, the biggest challenge of this level is the area with the Giant Mantas because you can't push them to kill them in those dangerous areas, so you can either kill them with the primary fire (which will take you a 100 years :lol: ) or you can just push them and run away.

Also bonus points for using the Woodruff health pickup, a new pickup introduced in the 227 patch that was used in DM-Retrospective, a default map in Unreal 227.

Issues I found :
-The map has no difficulty filtering, there is Coop filtering but it doesn't affect the enemies.
-There's a BSP error in one of the elevators, it's close to the area where you find the Crystal Manta.
-Some movers are Return and even CrushWhenEncroach when they don't need to be.
-The level has many FPS issues, most likely causes by the fog.
-When you reach the ship there are messages inside, however you can read them outside the ship because the collision of those messages is too big.
-The weapon has a strange feature, when you hold the primary fire you don't shoot and the gun plays a looping sound, this gives the impression that the gun is charging to deal a more powerful attack but that's not the case, in reality it deals the same damage compared to when you shoot immediately after pressing the button.
-The new weapon doesn't have an icon on the HUD.
-The message that appears when you get close to the blue Nali ghost doesn't deactivate when you free the Crystal Manta.
-You can skip the entire map if you drop in the area where you find the Crystal Manta, if you drop while avoiding the crystals as much as possible and then use the walls to escape the deadly water you can survive and go straight to the next map.

By the way if you are going to open this map in the editor, please don't use Software Rendering :P
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Re: 30/11/2024 - "The Crystal Manta" by Skywolf

Post by Sat42 »

Certainly one of the highlights of The Descent, The Crystal Manta is indeed a great map for all the reasons already mentioned: 1337 visuals - the first time I saw Static Meshes used for making terrain in an Unreal (necessarily version 227) map (though I knew of the potential thanks to Kajgue), and as Aspide said the use of emitters is equally impressive - and new gameplay centred on the custom staff weapon which ideally suits the level's design philosophy (to the point where it can feel like a different game, yes). And it's all the more of a surprise as Skywolf was also a new author to me! Mister_Prophet has stressed that this is the best level about fighting mantas ever made, and I'd like to give a shout-out to Hellscrag who always hoped to see more use of these creatures too :) I'd go so far as to say this map pretty much kills any future attempt to focus on this! (EXU2 - and G59 - also made good use of mantas but the result is so far removed from the original feel of the Unreal manta that it doesn't really count.) I love how the bespoke gametype extends to the translator as well (with an in-universe explanation). The fact that The Crystal Manta is the first level of the campaign to provide an actually good story to go with the action cements its memorability for me: as Semfry stated, you come to realise that you're helping the "villain" but the last stages of the narrative point to a more nuanced view. The somewhat compilation-like feel of The Descent paints the image of a world full of various stories and no easy black and white outcomes.

The map provided a moderate challenge on my first playthrough on the Medium difficulty setting (died once or so), so it's nicely balanced (also coming after the previous level by pla, which was also challenging). I like the rush at the end - I certainly didn't stick around to fight the whole swarm :)
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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: 30/11/2024 - "The Crystal Manta" by Skywolf

Post by ebd »

I didn't get time to replay this one this week, but most of what I'd say has been said by others already. A very unique experience. Non-standard gameplay is never easy, and not standard combat is even harder to pull off. This map I recall presented a lot of technical challenges during development, but the final version turned out great. It's also good the end sequence was adjusted from the beta version, where it was trivially easy to skip nearly the entire map!
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