14/12/2024 - "Escape to the caves + Chizra temple" by Kea & GTD-Carthage

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14/12/2024 - "Escape to the caves + Chizra temple" by Kea & GTD-Carthage

Post by Sat42 »

Map Titles:
  • Escape to the caves
    Chizra temple
Authors: Kea & GTD-Carthage
From: SP2D
Filenames:
  • SP2D-Snow.unr
    sp2d-Snow2.unr
EDIT [04/02/2025]: Buggie has provided a fix for the "Enter Door" control when playing SP2D in Unreal Tournament with community patch 469, here it is with a ReadMe penned by TigerTheGreat:
https://www.mediafire.com/file/1mu897lw ... 9.zip/file





Video Playthrough:


Synopsis: You are Andrew Collins, a member of the human military expeditionary force now exploring Na Pali long after the Vortex Rikers incident. Keeping the peace on a planet still occupied by a fierce Skaarj resistance turns out to be tougher than first thought. After a hectic patrol in the polar regions goes to hell, it's your job to keep yourself alive in the cold - outgunned, outmatched, and without means to communicate with home base. For now, you re-assess yourself while hiding within the confines of a cave while a Nali Priest appearing from its depths silently motions you forward...

Discuss!
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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Re: 14/12/2024 - "Escape to the caves + Chizra temple" by Kea & GTD-Carthage

Post by Semfry »

Since I couldn't use 469 (as entering doors is currently broken with it) the text is really small, also I wasn't sure on the FOV as the default is zoomed in so far I couldn't see stuff ahead, and the "fixed" FOV seems a little too far out to the point some effects are pretty blinding, I guess the intended FOV is supposed to be somewhere in-between, but I went with the latter so I could see what's happening. When I jumped in water at one point I went flying off in a direction, which I haven't seen before and is interesting; I wonder if it works in standard gameplay, if it isn't already known about? Also I randomly exploded while breaking a crate, which I also haven't seen before.

These levels provide a good intro to the pack, with the mechanics shift tutorialised well from the start, and relatively safe opening areas to start things off. It looks great throughout, and the maps do a lot of exploration with how the limited perspective allows for dramatic scale and visual effects that wouldn't work as well with standard mechanics, while also having high levels of detail (although, as mentioned above, the coronas are a bit much when the FOV isn't just right).

You get thrown into the combat pretty fast, and the pests force you to get a feel for the new aiming quickly, although leaping on them is also an option. Outside of some small enemies on dangerous ledges it keeps pretty low-key in these opening levels though, especially as the ASMD secondary can "eat" projectiles, so enemies at range get beaten by it. While the vertical cave in the second map is the first proper platforming challenge, it's not too intense if the one or two enemies don't catch you out. The bridge jump near the end is a bastard though due to Unreal physics jank, as if you aren't in just the right place the small geometry dip makes you go flying off the edge, and makes the exact point to jump pretty ambiguous; at least for how early it is it could probably have done with a little tweaking.

Despite being 2D the "lane" switches, doors and other mechanics still provide a good amount of exploration. The story is also well integrated, and a nice feature of SP2D with both the main character and Nali having multiple interactions and mini-storylines at certain points, as well as some humour with the Nali at the end of the first map (although I haven't played SP2D recently enough to remember how big an element that is in the rest of it). A good start to the pack, though it's a shame SP2D has always been a bit "temperamental" technically, even if it makes sense since it goes way beyond just changing the camera angle in making Unreal feel 2D.
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Re: 14/12/2024 - "Escape to the caves + Chizra temple" by Kea & GTD-Carthage

Post by Aspide »

SP2D is one of the most unique sp campaigns in UT99 history, the concept is quite simple, make Unreal 2D, however doing that won't be an easy task since UE1 was made specifically for 3D gameplay. Development took a very long time, even with a group of talented people this project became too difficult to work with, I don't know the details but I've heard that there were a lot of conflicts between the people that worked on this project, with all things considered it's a miracle that we even got a public release of this campaign.

The story is quite simple, you are Andrew Collins in a mission in Na Pali where things go wrong and the Skaarj are involved, the levels have plenty of translator messages that expand on the story and many characters you interact with (unfortunately that interactivity isn't that deep). All levels look beautiful and are very professional, which isn't that surprising considering that many of the mappers that worked on this project also worked on Project Zephon, the environments also look very similar to the ones from Zephon, you could say that both campaigns have a special connection, almost like SP2D is like a spiritual successor to Zephon. However one issue I have with the maps from this project is that the level design is very boring, most levels are "go from left to right" linear type of design which is pretty boring considering that you can make levels with more complicated level design to make things more interesting, the only levels I would say that push the level design as far as they could are level 2 and 10 (the penultimate level), those levels are my favorites from SP2D.

Gameplay is the biggest change in this campaign, this project combines the FPS shooter gameplay of Unreal and UT99 with 2D platforming from games like Super Mario and Contra, the campaign does a good job at creating a 2D platformer with the Unreal physics however it's very flawed, the jumping (which is the most important aspect of a 2D platformer) is very lackluster, the jumps are too short and the character falls to the floor too quickly, too be fair this is how Unreal and UT99 works but things should have been modified to make the jumping more fun and complex (a double jump and a wall jump would have been nice), the Unreal enemies also aren't well designed for 2D, while the project does modify them so they work in a 2D space, they aren't very entertaining to fight in that kind of environment, if you look at other 2D platformers like Contra, Metroid or Castlevania you will see good example of enemies designed with 2D in mind. However the worst enemy of the whole campaign, and unfortunately it's one that follows you from the beginning all the way to the end, is the camera, this campaign's greatest flaw in my opinion, the camera never does a good job at showing the environments in a way for you to see where you are going clearly, this is because the camera is always at your character's height, which makes it very difficult to see where you are going especially in levels where you have to do plenty of deadly jumps like level 2, another big problem is that enemies can start attacking you off-screen which is very cheap, maybe a system could have been created so enemies off-screen cannot be hurt and cannot attack you. However I will give this campaign a lot of credit for allowing you to kill enemies by stepping on them like Goombas from Super Mario Bros, also the system of how you aim your weapons is really good as well.

Escape to the Caves introduced SP2D in a very effective way, the beginning doesn't do a good job at introducing the story (the level just starts) but gameplay wise the level is great at showing you what SP2D is all about, the level is very simple and linear where the enemies are only critters like Pupae, Tentacles and DevilFishes, however the map is a little reserved at giving you health packs so you can't mess around too much, but if you make a big mistake (like me jumping doing to the water only to fall to an edge causing a lot of falling damage :lol: ) there's always enough health to continue without that much trouble. This map also introduces new gimmicks of SP2D like pressing a button to enter doors (which apparently doesn't work in 469 :shock: ) and the "red arrows" that take you to different parts of the level, funny that the arrows work like teleporters because if an enemy is in the same place when you reach the destination you will telefrag them. The majority of the enemies in this level are Pupae, so that means that if you time your jumps correctly you can kill them all by stepping on them, pretty fun. This map also introduced the 2D platforming aspects of this campaign by jumping gaps (which will make you instantly hate the camera), this level has plenty of optional areas to get more pickups and messages, so keep an eye for them.

Snow 2 is where SP2D really begins, it's one of the campaign's best levels because the level design is very complex and it uses the 2D environments very well. The environments are beautiful to look at, however the FPS can decrease a lot in some areas. This level is basically a hunt for two things: a Nali that's been lost and a key, this might be the only level that has multiple objectives at the same time, a big let down that the campaign doesn't do this more often, SP2D would have benefited a lot from big complex levels with multiple objectives like Metroidvania games. Sound design is very strong, there are many Ambient Sounds (no DynamicAmbientSounds unfortunately) and there's a lot of variety of sounds all over the place (however there are some areas where the sounds can be a little annoying). Music is very strong too, SP2D uses songs from many games and this level uses songs from Unreal, UT2004 and even Operation Flashpoint: Cold War Crisis which was a nice surprise :D. This level can be quite difficult because enemies can start attacking you off-screen and there are many sections where you have to perform very difficult jump and the camera doesn't help either. Finding the objectives can also be a little cryptic especially if you aren't paying attention to the messages. Just like the previous map there are plenty of secrets that give you pickups and even a new weapon so keep your eyes pealed.

Issues I found :

Escape to the Caves :
- Every level in SP2D has a glitch at the start that prevents it from playing the level's default song, I don't know what causes this glitch.
- When you encounter a translator message you cannot read it unless you step away from it.
- Movers that are important to level progression are Return When Encroached, at least you can activate them multiple times.
- During the section where you have to fall to the water you can accidentally fall to a floor at the bottom which will force you to take a lot of falling damage.
- The trigger that kills you if you fall to the bottomless pit doesn't affect monsters.
- If you go straight to the end teleporter you won't be able to read the final line from your playable character, also that teleporter is just a gate with no effect or lighting to indicate it's a teleporter.
- The playable character doesn't play a sound when dying, it lacks some death animations (if you kill yourself with the Dispersion Pistol the death animation won't play :lol: ) and the chunks use the Unreal ones not the UT99 ones.
- If you get gibbed the camera will follow your head but the head sometimes can fall of the 2D plane and it will fall to the void.
- There are many invisible decorations and some of them are out of bounds.

Snow 2 :
- If you find the Nali corpse first, you can get the key to open the gate but it will be invisible.
- Just like the previous map many movers that are important for level progression are Return When Encroached.
- The triggers that kill you if you fall off don't affect monsters.
- There's a section where you go to an area behind an area you already were but the camera doesn't change location which makes platforming very difficult.
- There are some brushes that don't do anything that are out of bounds.
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Re: 14/12/2024 - "Escape to the caves + Chizra temple" by Kea & GTD-Carthage

Post by Sat42 »

I hadn't played SP2D until this year, and I have to say it feels extremely refreshing in the context of the Unreal/UT modding space :)
I'm not surprised to learn that this project had a long and complicated development cycle as it's one of the most unique custom campaigns available, and given its quality, I sure am glad it got completed! :tup:

And as said in the review, it starts strong: these first two maps are an excellent way to hook the player, as beyond the novelty factor of the 2D gameplay (which is a funny thing to juxtapose with the grander scheme of things, as it obviously harkens back to pre-3D times), the production values are about as good as you could hope for with this engine (sans community patch 227 or UT SDK). Escape to the Caves is almost excellent in itself with how it eases us into SP2D's gameplay, and Chizra temple (so-named because we're in an actual Chizra temple according to in-game lore, the level title string only reflects the .unr file name unlike the intro map) is nothing short of a great map and obviously one of the highlights of the campaign, running the gamut of the concept's gameplay with exploration, fighting and yes, challenging platforming, alongside some real effort in the storytelling department. The graphics are better than official UT, and moreover the art direction is excellent. It's true that the pack could have done with an intro cinematic to better start the story, but I guess the excellent SP2D flyby sort of makes up for that.
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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