Map Title: Skaarj Generator
Author: Eenocks
From: Unreal
Filename: ExtremeGen.unr
Video: http://www.dailymotion.com/MMAN2/video/9359069
Illumination: http://uk.youtube.com/watch?v=evl0P-gZu9w
Synopsis: You've infiltrated the generator of the Skaarj Mothership; time for some demolition!
26/05/2008 - "Skaarj Generator" by Eenocks
Moderators: Semfry, Sat42, Jigoku, UB_
- Semfry
- Trustee Member
- Posts: 2068
- Joined: 12 Nov 2007, 02:43
- Location: UK
- Contact:
Subject: 26/05/2008 - "Skaarj Generator" by Eenocks
Post Posted: 26 May 2008, 03:42
Last edited by Semfry on 30 May 2008, 14:40, edited 2 times in total.
- Hellscrag
- Founder
- Posts: 4007
- Joined: 11 Nov 2007, 19:14
- Location: In a random access memory of dreams
Subject:
Post Posted: 26 May 2008, 13:05
It's not very beautiful, is it? IMO Unreal deserved something bigger and better for this near-finale location. This is typical of the MotherShip maps for me: It's reasonably spacious and there are some interesting angles, but given the tremendous opportunity for visual drama provided by Pancho's amazing, huge MotherShip exterior, this map could have been 10x better.
Life is what you make of it.
- UB_
- Nali Priest
- Posts: 7960
- Joined: 11 Nov 2007, 21:00
Subject: It's very beautiful
Post Posted: 26 May 2008, 17:58
I really liked the Generator room's top. The awesome battle here sums how fun this map is.
To be quite honest, I found it better than the previous map but worse than the next level... cutscene.
To be quite honest, I found it better than the previous map but worse than the next level... cutscene.
- Turboman
- Skaarj Berserker
- Posts: 457
- Joined: 13 Nov 2007, 16:18
- Location: The Netherlands
- Contact:
Subject:
Post Posted: 26 May 2008, 19:18
Along with the previous mothership level i found this one to have the most exciting combat in the entire game, i love it how everything moves around and the entire ship is on high alert and such.
It is an amazing place but i do feel it could have had a bit more visual appeal to it.
It is an amazing place but i do feel it could have had a bit more visual appeal to it.
- jackrabbit
- Skaarj Elder
- Posts: 1014
- Joined: 11 Nov 2007, 21:23
Subject:
Post Posted: 26 May 2008, 21:14
As a long unreal player and coop player, I have come to respect this map as one of the great levels of unreal. It has lots of action, many escape routes (portals), lots of pickup items scattered, and even a "center power core" like you would destory if you were inifiltrating a boss ship in StarFox 64.
Although the graphics were not the best, I think it was made with simple low poly graphics for a distict reason -> This is a map where you have to really concentrate on what your doing and how your fighting, so people with slower computers back in the day didn't suffer much proformance lack which made it fun for everyone... Just image running around fragging skaarj at 10 fps (no fun).
And I also think that it should be took into account the AWESOME power core explosion which results in the map after. These 2 maps obviously were planned out ideas and were not just slapped together to make a "battle royal". In my opinion 9/10 overall.
Although the graphics were not the best, I think it was made with simple low poly graphics for a distict reason -> This is a map where you have to really concentrate on what your doing and how your fighting, so people with slower computers back in the day didn't suffer much proformance lack which made it fun for everyone... Just image running around fragging skaarj at 10 fps (no fun).
And I also think that it should be took into account the AWESOME power core explosion which results in the map after. These 2 maps obviously were planned out ideas and were not just slapped together to make a "battle royal". In my opinion 9/10 overall.
- Mister_Prophet
- Red Nemesis Leader
- Posts: 3098
- Joined: 11 Nov 2007, 23:30
- Location: Lost in Oraghar
Subject:
Post Posted: 27 May 2008, 05:41
The first time I played this map it was pretty freakin' awesome. The following map's explosion sequence was also "wow".
Over the years I've come to admire its simplicity. It's one of those maps that leaves a great first impression while being far simpler than meets the eye. You can imagine my surprise when I checked this one out in the editor for the first time (many years ago) and discovered that the energy cloud was a sheet. Nowadays I can spot when I'm looking at a sprite or an emitter, but with this one (the game in general), I was fooled.
There's a big homage to this one in one of RD's more epic showdown maps, and elements of the "big fight in a big room with tech stuff" can be seen in Xidia and 7B. Suffice it to say, it left an impression
Over the years I've come to admire its simplicity. It's one of those maps that leaves a great first impression while being far simpler than meets the eye. You can imagine my surprise when I checked this one out in the editor for the first time (many years ago) and discovered that the energy cloud was a sheet. Nowadays I can spot when I'm looking at a sprite or an emitter, but with this one (the game in general), I was fooled.
There's a big homage to this one in one of RD's more epic showdown maps, and elements of the "big fight in a big room with tech stuff" can be seen in Xidia and 7B. Suffice it to say, it left an impression
- Semfry
- Trustee Member
- Posts: 2068
- Joined: 12 Nov 2007, 02:43
- Location: UK
- Contact:
Subject:
Post Posted: 29 May 2008, 13:21
I could swear playing this in Oldskool makes the AI absurdly passive compared to how it's supposed to be; having to hunt everything rather than being hunted kind of ruins it.
It's a pretty simple arena map, it does what it's trying to do well but it doesn't do anything particularily special either. If we're adding Illumination to this as well then that's another thing, as that justifies the simplicity of this level.
It's a pretty simple arena map, it does what it's trying to do well but it doesn't do anything particularily special either. If we're adding Illumination to this as well then that's another thing, as that justifies the simplicity of this level.
- kea
- SP2D Leader
- Posts: 416
- Joined: 19 Nov 2007, 17:15
- Location: Ukraine
Subject:
Post Posted: 29 May 2008, 15:33
Mister_Prophet wrote:There's a big homage to this one in one of RD's more epic showdown maps, and elements of the "big fight in a big room with tech stuff" can be seen in Xidia and 7B. Suffice it to say, it left an impression
Are those maps yours?
- Hellscrag
- Founder
- Posts: 4007
- Joined: 11 Nov 2007, 19:14
- Location: In a random access memory of dreams
Subject:
Post Posted: 29 May 2008, 20:41
Illumination won't have its own MOTW, so you can and should discuss it here. It is indeed a very cool cut scene, making excellent use of the Unreal engine's capabilities. In 1998 this stuff truly was groundbreaking; Quake had, by comparison, little more advanced than moving doors and lifts.
Life is what you make of it.
- StalwartUK
- Skaarj Berserker
- Posts: 362
- Joined: 11 Nov 2007, 21:31
- Location: UK
Subject:
Post Posted: 29 May 2008, 20:52
I might as well post my comments on this one. I guess it's not much to look at today but when I first played through Unreal this level really stood out and for me at least helped bring the game to a level above other FPS titles. The fighting was decent and the teleporters really helped to make it great. With Skaarj appearing everywhere you really had to be on your toes! Not many other games can offer a similar experience.
As Illumination counts as well let me just say there's nothing like playing through that level for the first time. Just seeing all the fantastic effects and the whole level blowing up was just awesome. It felt great when I first played it back around 2001-2002 and it must've been monumental back in 1998.
The UT DM version of the level was good as well. When you come to think of it now it seems rather odd they never did something similar for the original Unreal as the level was pratically built as a few others have said as a DM arena type level.
I look forward to RD as always. I hope the homage is awesome indeed!
As Illumination counts as well let me just say there's nothing like playing through that level for the first time. Just seeing all the fantastic effects and the whole level blowing up was just awesome. It felt great when I first played it back around 2001-2002 and it must've been monumental back in 1998.
The UT DM version of the level was good as well. When you come to think of it now it seems rather odd they never did something similar for the original Unreal as the level was pratically built as a few others have said as a DM arena type level.
I look forward to RD as always. I hope the homage is awesome indeed!
StalwartUK
- Jethro
- Skaarj Warlord
- Posts: 686
- Joined: 12 Nov 2007, 00:15
- Location: Aboard Von Braun
Subject:
Post Posted: 29 May 2008, 22:47
Well, the map wasn't the best in terms of visuals probably (although, as said before, architecture is quite good while providing acceptable framerate at the same time), but it was really good in terms of combat - teleporters made it so much more interesting. On the other hand either I never discovered it, or ASMD with energy amplifier is simple overkill (or did MMAN telefragged the warlord?). And another thing - reaperance of Warlord here was a good touch IMO - both storyline- and gameplaywise.
As for Illumination - besides you have to learn by dying here (the generator collapsed on my head during my first playthrough ) the cutscene is simply a masterpiece, especially back in 1998 (although I still like it).
As for Illumination - besides you have to learn by dying here (the generator collapsed on my head during my first playthrough ) the cutscene is simply a masterpiece, especially back in 1998 (although I still like it).
UBerserker wrote:Story: totally guessed that Skeletor was the thief.
Who is online
Users browsing this forum: No registered users and 17 guests