Map Title: Alshar2
Author: Mick "VerMoorD" Beard
From: Valley of Alshar
Filename: Alshar2.unr
Video Playthrough: http://www.dailymotion.com/MMAN2/video/6312677
Synopsis: Try to explore this temple-like complex in order to get out. Really, not much storyline here
10/12/2007 - "Alshar2" by VerMoorD
Moderators: Semfry, Sat42, Jigoku, UB_
- Jethro
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Subject: 10/12/2007 - "Alshar2" by VerMoorD
Post Posted: 10 Dec 2007, 00:38
- Mick.B
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Post Posted: 10 Dec 2007, 13:22
A very good map, compared to its age and that it was just a practice mappack at all or something.
I like the Skaarj breaking door idea, he should have had created some singleplayer maps in RtNP imo and not only DM ones.
I like the Skaarj breaking door idea, he should have had created some singleplayer maps in RtNP imo and not only DM ones.
- GTD-Carthage
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Post Posted: 10 Dec 2007, 14:15
I kinda got stuck in the area before the room with the sludge. Took my some time to figure out that a switch was hanging from the bottom of the planks. Architecture here is awesome but the lighting somehow makes a bad effect out of it.
- Darkon
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Post Posted: 10 Dec 2007, 16:58
Mman wrote:Need a working download link, and wasn't the UnrealSP version the only one with a working map 1?
si.
http://oldunreal.com/maps/single/ValleyofAlsharThe.zip
Dunno if that has the fix tho....
Never trust a Dutchman in a tulip fight.
- Hellscrag
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Post Posted: 11 Dec 2007, 00:32
Darkon wrote:Mman wrote:Need a working download link, and wasn't the UnrealSP version the only one with a working map 1?
si.
http://oldunreal.com/maps/single/ValleyofAlsharThe.zip
Dunno if that has the fix tho....
That should work. It's an UnrealSPVault.org filename.
I suppose this map is the "heart" of the pack, but it's the weakest IMO. The lighting is mostly white and there is no story. I guess this is probably the map that Mick built first, as it didn't require him to do terrain. It's still a great achievement for its age.
Life is what you make of it.
- Turboman
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Post Posted: 11 Dec 2007, 18:19
I've played this mappack very late in its age (the map corruption was a reason i never tried it from the beginning). But it would definately stand out for its time, as Hellscrag said it was only released mere months after unreal was out, but it features quite complex design and sophisticated gameplay scripting.
But nowadays the mappack has aged alot, most of it and especially this particular map, is bland in design and lighting. The first screenshot is proof enough of how the entire level is lighted
But nowadays the mappack has aged alot, most of it and especially this particular map, is bland in design and lighting. The first screenshot is proof enough of how the entire level is lighted
- zbreaker
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Post Posted: 12 Dec 2007, 03:19
A milestone in Unreal history. Mick was (and still is) a very talented person.
This was an incredible mapping project virtually in the afterglow of everyone getting through the original game. It still holds it's head up proudly given it's place in Unreal chronology
This was an incredible mapping project virtually in the afterglow of everyone getting through the original game. It still holds it's head up proudly given it's place in Unreal chronology
Old as Dirt
- Jethro
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Post Posted: 13 Dec 2007, 18:10
I liked the whole pack, it got fine gameplay (although a bit annoying at times) and fair architecture (although basic sometimes). Lighting could have been better here (although it's not THAT white), texturing could have been more varied. Some really nice (scripted) combat, especially (although it was already mentioned) the Skaarj Berserker bashing through a door. Rotating wall was a really nice touch, although I'd keep it for a secret rather than for a doorway leading to the crucial map part. Oh, and I think that Nali torture room was really interesting, especially because it got no use for the gameplay.
Overally, really good map, especially considering it's age.
Overally, really good map, especially considering it's age.
UBerserker wrote:Story: totally guessed that Skeletor was the thief.
- Jethro
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Post Posted: 14 Dec 2007, 01:14
I usually don't shoot crucified Nali (Bluff Eversmoking is an exception) because I'm not sure if it counts as killing Nali (means: game get's tougher. Oh, is that true that killing Nali increases difficulty?).
UBerserker wrote:Story: totally guessed that Skeletor was the thief.
- GTD-Carthage
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Post Posted: 14 Dec 2007, 01:16
No... where did you get that idea? I usually don't bother the Nali tho... unless they're crucified because they don't deduct from the score.
- GTD-Carthage
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Post Posted: 14 Dec 2007, 02:06
I remember an actor though that stops the Nali from fearing you.
- redeye
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Post Posted: 14 Dec 2007, 08:25
They are just animated mesh, no AI, just deco.As far as I know.
I must have played this map 50 times, and those screenies just aint helping.I will have to run it and see for myself.
I see now, was cramped and confusing, dunno didn't go for these that much.
It did have a few good areas, but somthing about it (the pack) I didn't like.
I must have played this map 50 times, and those screenies just aint helping.I will have to run it and see for myself.
I see now, was cramped and confusing, dunno didn't go for these that much.
It did have a few good areas, but somthing about it (the pack) I didn't like.
Just ban everyone
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