28/12/2024 - "Chemical Purifier Boundary" by UBerserker

Each week a single map is discussed here in detail.

Moderators: Semfry, Sat42, Jigoku, UB_

Locked
User avatar
Sat42
Skaarj Elder
Skaarj Elder
Posts: 1033
Joined: 14 Jul 2013, 16:42

28/12/2024 - "Chemical Purifier Boundary" by UBerserker

Post by Sat42 »

Map Title: Chemical Purifier Boundary
Author: UBerserker (including redux of "Bounds of Foundry" by Cliff Bleszinski)
From: G59
Filename: EXU2-G59-02-Neonlights.unr




New (demo) version:




Video Playthrough:


New Version:


Synopsis: You have battled your way through the Nebiros Crossing and its guardians in the midst of a magnetic firestorm, and have now teleported to the Chemical Purifier Boundary. This is the domain of High Lord Morax... and not to diminish your accomplishments thus far, but only now is shit truly about to hit the fan!

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.
UB_
Nali Priest
Nali Priest
Posts: 7973
Joined: 11 Nov 2007, 21:00

Re: 28/12/2024 - "Chemical Purifier Boundary" by UBerserker

Post by UB_ »

This is what the map looks like now (in that playable thrown demo I released some months ago - I think I changed some stuff since these shots are giga old, just reposting)





As you can see I was having fun with that specific Unreal 2 Avalon/Severnaya human base texture pack, absolutely phenomenal and one of my favorites from that game. There wasn't a better available replacement for SGTech for a vast, VAST, high resolution visual overhaul.
I'm only not too happy with the last area (which is not shown in the pics), it's just large and doesn't have much in terms of details, everything else is an indoor facility visual slideshow with a lot of slime and mech type units. In terms of vibes I was aiming for a Fallout-style ordeal (at least for the sky and overall colors) but for the structures I was directly inspired by my trips to Naples that were occurring often, which is why the whole thing looks like a city now.

For the original version I have nothing to say, but that one still has the boss fight which is a fun one, it's sorta some og Metal Gear Solid fight where you take cover a lot and all happening in a hangar area with a light show going on. Skaarj Warriors kinda make for bleh 1v1 boss fights.
User avatar
Sat42
Skaarj Elder
Skaarj Elder
Posts: 1033
Joined: 14 Jul 2013, 16:42

Re: 28/12/2024 - "Chemical Purifier Boundary" by UBerserker

Post by Sat42 »

Thank you for sharing screenies of the new demo version UB! I've updated the OP so screenshots from both versions of the map are showcased :)

And I really need to play this new version which looks amazing! \o/
That said, the original version (from the v7.2 full campaign release) is still a legitimately great experience with a strong sense of progression from start to finish, with the initial teleportation hub, the short trip through the canyon to the main base, and the massive facility itself which is varied (incl. great use of SGTech textures) and was adapted and expanded from CliffyB's original Bounds of Foundry which most people will remember fondly from RTNP :) Chemical Purifier Boundary has one of my favourite soundscapes from all the maps I've played in the Unreal/UT space which is a bigger deal than some might realise since 1) it's very different from the typical Unreal soundscape and 2) it's pretty intense for prolonged periods of time in typical EXU2 fashion, but the Cybernetika track playing for most of the level combined with System Shock 2 sounds is ideal for conjuring the atmosphere UB was going for. And while traditional EXU2-style gameplay is alive and well here (with a suitable range of new enemies to fight after the more traditional EXU2 demon enemies from the previous map), the finale is another example of G59 knowing how to shift gears and handle pacing, and the boss fight itself is a proper challenge (even on the Medium difficulty setting) befitting of the narrative :tup: goddammit Morax, I may have beaten you but you sure as hell beat me many times more!

I think this is "awesome shit", which is a pretty appropriate tag for this map :)
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.
User avatar
Semfry
Trustee Member
Trustee Member
Posts: 2138
Joined: 12 Nov 2007, 02:43
Location: UK
Contact:

Re: 28/12/2024 - "Chemical Purifier Boundary" by UBerserker

Post by Semfry »

After the frustration of the end of the first map this is where (release) G59 starts to find it's feet; it doesn't have some of the wilder gimmicks and gameplay twists of later maps, but it themes the gameplay around "goop" which really makes the Hellgun shine, after the first map where there were too many random Demons to get much use out of it, and conversely makes the Biorifle replacement kind of useless outside of a few confined fights with non-goop enemies. While it takes a little to work them out there are some nice fairness touches with enemy types too, like how 99% of the Demon enemies spawn after unique sounds and voicelines, so you can adapt after you work that out, and aren't caught with the Hellgun against a bunch of enemies immune to it (and also know to back off and get some space). Since the basics remain the same after you work them out, it does maybe go on a little long with using most of the map it remixes, but the geometry does lead to some unique situations for you and the enemies to exploit.

The actual map remix makes great use of the SGTech set to give it a different style to the original, and the new areas fit in well and are some of the best looking areas of the map. I especially like the ending room, where after the intense action and mostly familiar structure of the rest of the map suddenly being in near-silence in some sort of liminal garage space creates an unnerving contrast. For the actual boss I mostly just tried to finish the first phase quickly to minimize damage, with a little flare cheese for free damage at the start (and you could probably kill him with just that), for the second phase I found there's a bug where you can just stand in his face and he can't hurt you outside of occasional projectile bounces; I'm not sure if that applies to all swimming Skaarj...

While this map wasn't as in need of a remake as the first, the new version(s) is mostly an improvement that emphasises the unique aspects of the gameplay (including it first introducing the Hellgun here to emphasise it as the focus), and, while the scale is mostly bigger, it's contrasted with smaller rooms that really let you go wild with the Hellgun secondary. The first "Boundary" (though it has basically none of the original map any more) part is shorter, but that means it doesn't overstay itself at all, and adds some more touches like the "lab" areas. The second map feels a little oversized, but the Translocator helps, and it does provide a quite different gameplay style and feels like it's own new map, plus it's unfinished so this was likely stuff that was going to worked on more. The one thing I don't like as much is the handling of the Demon spawns; the gradual (and visible) spawns are fairer, but they go on a bit long and don't really ramp up so you just sit there killing a bunch of enemies; the later Demon spawning fights are a bit more varied at least.

Of course the biggest thing is the visual upgrade, and it's a giant jump in that regard, and I think I prefer what's here over Xeops visually, with tons of massive geometry and implied areas in the distance, as well as stuff like the sandy-fog to sell the Desert theme. While Fallout is mentioned as inspiration, it actually reminds me of the Cities in Halo if anything-which also have a lot of semi-monolithic design-especially Cairo in 2 given that's also a Desert city. The second map is also great looking and has even more massive scale, but it's unfinished so I'm not sure if the design was fully finalised.

The story and build-up to the boss are also well done, and this is where a bunch of foreshadowing of later sections starts to appear right from the start. The remake also adds some extra details to characters like Morax, as well as fixing up a bunch of the typos and similar. I'm not sure what's up with the coloured lights and Morax though (especially as it's seemingly related to the name of the original version of the map), but maybe that's something covered later that I forgot about.

Edit: I mentioned it in the first map, but I think the first couple of levels in G59 were the only ones that really needed polishing to fit in with the rest, so I think the new map 3 here could be finished up and these new maps would be fine as a re-release already.
Formerly Mman
User avatar
Sat42
Skaarj Elder
Skaarj Elder
Posts: 1033
Joined: 14 Jul 2013, 16:42

Re: 28/12/2024 - "Chemical Purifier Boundary" by UBerserker

Post by Sat42 »

Thank you Semfry for the video playthroughs (see OP people!), which are particularly epic this time! \o/

Interesting to read about the new version(s), I will have to finally play them once I get back home after the holidays.
Semfry wrote: [...] I think the new map 3 here could be finished up and these new maps would be fine as a re-release already.
Generally agree :tup:

And happy new year! 8)
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.
User avatar
Aspide
Skaarj Assassin
Skaarj Assassin
Posts: 117
Joined: 14 May 2021, 23:08

Re: 28/12/2024 - "Chemical Purifier Boundary" by UBerserker

Post by Aspide »

This level is awesome, it is probably one of my favorites from G59 because it's very straightforward, not to mention how familiar the environments are if you know Cliff's original level Bounds of Foundry that was cut from the original Unreal (but was restored in RTNP). G59 is generally very hard especially if you don't know how to use your tools properly but this level is actually easy as long as you don't play carelessly, all you have to worry about is knowing when and how to use the HellGun and the majority of the level won't be that much trouble.

Level geometry is really good, the map does a good job at using textures from the SGTech1 package to make the environments look like a purifier facility, it looks much more colorful than the original map by Cliff and the extra details really sets it apart from the original. Even though the level is very similar to Bounds of Foundry the extra level geometry enhances the experience to the point that you feel that you are playing a different level in a different game, a game that uses brushes much better than the original Unreal (but to be fair G59 was made a long time after Unreal, where mappers learned what works and what doesn't in UE1). Lighting is great, all places look different from each other and extra lights are used to add more color and detail to each room, the level also uses fog very well, almost every room uses fog and it really enhances the experience, the final boss also uses fog and lights very well to create very cool scripted sequences.

Sound design is pretty strong as well, G59 in general uses ambient sounds very well, not to mention the new sounds used for the enemies and the weapons which really makes EXU2 unique compare to other UT99 mods. The level has a unique feel to it because of the sounds that are used, which is something G59 does very well, making sure every level uses different sounds to make them different from each other. However one flaw I have to point out is that some sounds are overused, especially the human messages that are all over the map "security units move to sector A17" :wink: . The music is what steals the show, Devoid Of Gravity is the map's main theme and it's one of the most memorable tracks in the campaign and it fits the map very well. The final battle uses Thermal Overload and it's interesting that the song feels connected to Devoid Of Gravity, I don't know the context of these two songs but I really believe that they were made connected from the start, so it was a great decision using them in the same level.

Gameplay has always been a highlight of G59, the whole experience feels very tight where you always get what you need in order to defeat the enemies, every room has some items that you are going to need to beat the opposition however you are free to use this items however you desire, and that is the magic of G59, it's a much more professional and streamlined version of EXU2. The difficulty of G59 is learning when and how to use each weapon/item because each of them have their own strengths and weaknesses, especially when you considerate that some enemies are invulnerable to some damage types, which forces you to use all your arsenal. Another big factor in the gameplay of G59 are the flares, every flare can basically erase the enemies of each room, which sounds very nice but there aren't that many of them so you have to use them at the right times, however you aren't forced to use them since you can beat all the enemies with the weapons you have, but they can help you a lot, especially in boss fights and this map has one of them. The boss fight is a little gimmicky where you have to use the HyperFlakker while running away to defeat the boss, my issue with the fight is that you need to learn how to defeat him by trail and error, so you are going to die a lot figuring out what to do, but once you understand the trick the boss fight isn't that difficult. However one thing I don't like about G59 is that the campaign lacks secrets and easter eggs, there are some pickups that are a little hidden but none of them I will actually count them as secrets, some levels do have some secrets but I always feel that all levels need more of them.

Also G59 is one of the best campaigns that use difficulty filtering, each difficulty is a completely different experience and you are going to have to change your strategies if you are going to play in the higher difficulties. There are even enemies exclusive for higher difficulties, I really recommend playing G59 in all difficulties, there's a surprise in every corner.

Issues I found :
- The first big open area doesn't block the translocator very well so you can reach the ceiling of the map.
- There's a hologram that shows the main character in one of the computer rooms in the level, however that hologram not only has collision but you can move it by touching it :lol:
- Elevators need to be triggered each time you want it to move, which is confusing because in most levels in Unreal and UT99 you only have to activate elevators once to open and then close.
- There are some explosive barrels that are located in places that you cannot predict unless you know where they are, which is a little unfair.
- In one section you have to enter a room only for the entire place to be filled with deadly waste, the game slows down a lot when this happens. Thankfully my game never crashes during this scripted sequence.
- After opening the big door in the same room from the previous issue, the message gets distorted because the music starts at the same time, in audio drivers like Galaxy it's especially funny because the message's words play in the incorrect order, classic Galaxy :D
- In the section where you have go up an elevator and press a switch nearby there is an entrance to a slime pool, the doors are actually movers and they work but they aren't used.
- There are some brushes that look bugged in the editor, like for example Brush2005.
- EXU2's gametype can add inventory when the map begins but this map has that feature turned off.
- There are some fan decorations in this level, unfortunately if they have collision turn on they can be destroyed and in this level they have collision.
- The map has a FlakeNadeAmmo, not only this ammo is invisible because it doesn't use a mesh, but this ammo isn't used by any of the weapons used in G59.

Also the author of G59 released a new version of this level and it's a completely different map with some small connections, it's very well made and it's a lot of fun to beat. However it's incomplete and since this isn't the MOTW level I'm not going to dissect it, but I highly recommend playing it, especially if you are a fan of EXU2/G59.
Somewhere in Nevada...
Locked