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U1 Trivia Thread (Clear)

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UBerserker
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Subject: Re: Unreal 1 TRIVIA THREAD finally on

Post Posted: 30 Dec 2014, 01:41

UBerserker wrote:One has to check if there's still a Hub system in the game (after 1998) that was never documented or known by nobody except Tim but I don't have non-GOLD Unreal to test that.


Bumping this for the HUB system discovery of today which is important
viewtopic.php?f=3&t=3566
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UBerserker
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Subject: Re: Unreal 1 TRIVIA THREAD

Post Posted: 30 Dec 2014, 16:59

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^!!!


The Trench (Trench.unr)
  • The map originally used Hub2.umx like Noork and Harobed did (they had all FHub2 a/b/c as map titles); its current track, Fifth.umx, was made for the FHub5 map.
  • This might depend on which game version (including UT) you play but at the starting point of the map there appears to be an invisible wall where lighting screws up a bit and monsters can't get or see through. The culprit appears to be a trigger actor, which is used to activate the smoke generator on the collapsed hallway to Vandora.
  • Considering the presence of ancient stones scattered in the trench, a section of the temple ruins was likely there before the crash, making people think if that empty courtyard beyond the exit of Vandora had an actual use at first.
  • Some decoration items found in the trench are unlit and literally disappears if shot or walked upon. This is because the decorations' collisions are placed too much outside of the built world.
  • While The Trench was described alongside the ISV Kran in old documents, Epic didn't decide yet how the player could access the trench, with Ruins/Vandora out of the equation...
  • Outside of the playable area, next to the ISV Kran, there are a lot of TriggerMarkers (77 of them), plus few ButtonMarkers around the terrain. They are placed in a very weird way. Both of these actors are useless and obsolete, perhaps Pancho had to waste some time. This stuff isn't present in the 1998 beta version of the map by the way.
  • The ISV Kran was supposed to be more buried underground - you would see part of the tail only and not the sides and the top of the ship.
  • The ISV Kran cargo door cannot be opened from the inside. The computer cabinet is broken.
  • You see those big Bio Suits for the first time in the ISV Kran's cargo. While the computer voice sounds call them "Bio Suits", the decorations themselves are called "Robots".
  • As seen in the 1998 beta version, the second floor of the cargo area was extended, with a guard post area containing the (broken) computer cabinet and another useless bio suit panel. It could have been likely removed because: one, it served no purpose; two, it blocked part of the cargo entrance, which is certainly a bad idea for cargo areas, design-wise.
  • The Kran door beyond the exit teleport was a mover in earlier versions of the map.
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User avatar Hellscrag
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Subject: Re: Unreal 1 TRIVIA THREAD

Post Posted: 30 Dec 2014, 17:26

I'm sorry if you're not getting the reactions you wanted, UB. I and, I'm sure, many others, are certainly reading with interest. This business about the HUB system is a bit oblique, though. Perhaps you'd get more excitement from us if you could explain in plainer language how well it actually works and whether it really has any practical applications?

The Underflow is a fascinating idea. It conjures up some terrific mental images. In reality, though, using 1998 Unreal tech I wonder if it would really have looked that great!
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UBerserker
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Subject: Re: Unreal 1 TRIVIA THREAD

Post Posted: 30 Dec 2014, 17:44

Hellscrag wrote:The Underflow is a fascinating idea. It conjures up some terrific mental images. In reality, though, using 1998 Unreal tech I wonder if it would really have looked that great!


Various maps' environments/terrain weren't even made with the editor but I suppose it was probably going to have the same quality as of Serpent Canyon and maybe Bluff.

As for the Hub I linked the thread with some test maps. You need to put ?push and ?pop at the end of the teleporter URLs. For example, let's take FHub5/Nagomi. The teleporter to Nexus must have its URL ending with ?push.
Now all the status of FHub5 is saved in Game0.usa file when you touch the teleporter to Nexus; this data is carried over throughout Nexus but also throughout Nexus End. Since there are two maps you have to go through, you need to use ?peer (that same mysterious ?peer used in Unreal retail maps) in the teleporter URL to Nexus End so the saved data is still carried on (this can be chained infinitely throughout maps, always using the ?peer command).
Now at the end of Nexus End, you touch the teleporter which leads you FHub5. This teleporter URL must end with ?pop. The teleporter will basically load game0.usa - a "save file" of FHub5 as you've left it when you entered Nexus. The feature works perfectly in this case and you can go through Aztec and get the same results.

There are limitations so far:
  • Needs likely custom gametype to make the HUB system work online.
  • Decals aren't saved over but it doesn't matter. Some of the 227 features just crash the system instead but you can turn them off.
  • Loading the "hub" map kills the game0.usa file. On the long run it doesn't matter because you are in the Hub map, but afterwards if you load your game in the non-hub map for some reason (i.e. Nexus End) and end that map, the teleporter won't work because game0.usa was deleted.

Needs some investigation but at this point it's not necessary anymore making new Hub system like what was done for Legacy.
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User avatar Hellscrag
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Subject: Re: Unreal 1 TRIVIA THREAD

Post Posted: 30 Dec 2014, 19:10

That "load the hub" limitation bothers me. I can see it putting me off using the existing hub system if I were making a new map pack. Interesting that it sort-of-works though, and well done to Epic for pulling it off.
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UBerserker
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Subject: Re: Unreal 1 TRIVIA THREAD

Post Posted: 04 Jan 2015, 23:06

ISV-KRAN Deck 4 (IsvKran4.unr)
  • ISV stands for Inter-Stellar Vehicle in old docs.
  • KRAN is "the name of a Russian submarine with nuclear fast attack capabilities". It is short for Kranleigh.
  • ISV-KRAN is a starship built by the Inuit Corporation; it's a science vessel, manned by (around) 25 scientists, whose objective was locating planets with potential mining ores and useful environmental resources. Gryphon was a good candidate - too bad the gravity system of the planet has been as unfriendly as always. In order to prevent the complete destruction of the ship and possibly the death of all the scientists, the captain ordered a full increase of the KRAN's acceleration in order to maintain the ship in a horizontal rotation. While this worked for the ship, almost the whole crew died in the impact (at first, the WHOLE crew was supposed to die).
  • Inuit is a shady billionaire corporation who builds and operates starships of different purposes, including military. Prisoner 849 was commissioned by somebody to hack in one of the corporation's computers to steal plans for a mysterious military warship, in change of money. P849 had to kill guards during this operation but was eventually captured and sentenced to death by long-term torture on moon prison Kira. Of course we all know what happened to the ship which carried P849. This info is available on the novel in a more detailed way but it's also mentioned in an ISV-KRAN description (in a very exaggerated way).
  • The door behind you, as you begin the map, it's a mover. Trench and ISV-KRAN being combined in one map might have been planned but it was probably TOO HUGE for PCs of that era. It was planned that you could exit the ship.
  • The RazorJack first appears in this map.
  • The Skaarj Assassin first appears in this map.
  • The first panel you encounter mentions unintelligent giant creatures punching the rear hull of the ship. It refers to the Titans; Pancho was possibly trying to recreate the scene somehow in the Trench (possibly explaining all those TriggerMarkers being put around that rear side of the ship). In some expansion pack documents, it's been mentioned that Mercenaries "used" Titans to protect their territories or to accomplish other types of objectives...
  • Initial draft of the ISV-KRAN had Myscha fully undecided on which enemies you would have encountered in the ISV-KRAN. The premature list of enemies was: animals that used the ship for nest purposes, scavengers, aliens who wanted Prisoner 849 on a plate.
  • The corridors of the map's first Skaarj ambush have lighting issues: enemies and your weapon become completely black, as if there are no lights around. This probably depends on what game and version you play this map on.
  • The longest tunnel of the second floor of the vent shaft contains (off-map too, said for completeness) two DynamicAmbientSound actors that cast Pupae hisses. These were also present in the 1998 beta version. Myscha was possibly doing foreshadowing rather than planning to introduce the Pupae in this map. Pupae are seen since The Sunspire in the game.
  • As seen in earlier versions of the map, almost all brushes made of glass (panels, windows) were movers and could be destroyed. This was dropped due to technical reasons of different kinds (lighting reasons, ability to read messages from "no panel", ability to use the triggers without panels and other gameplay issues). Triggers would still perfectly work - but it would just look extremely awkward, like pressing the "air" because you destroyed the panel.
  • The doors of the fan opening in the mezzanine room, in front of the panel which deactivates the alarm, can be opened. Shoot the lamp over the opening, on the wall, and the doors unlock permanently. There's a hidden ASMD inside! (it gets crushed by the mover on UT though) Approach very carefully in order to pick it up without having the fan killing you instantly (50000 MUTILATED damage). The SpecialEvent actor which mutilates you is also used for the fan in the hole of the vent shaft and even for the ones you see on the second floor of the same vent shaft. In the 1998 beta version of the map (which is combined with the successive one) the SpecialEvent actor is also attached to other unreachable fans from Decks 3 and 2. Realistically how that mezzanine room works, anyway?
  • At the top of the crate storage area, there's a coop-exclusive passage; this one is used to access the room containing the panel which opens the final door, after the Skaarj battle begins (the main door locks itself).
  • The very final door you see in the map is a mover. This is a leftover, because ISV-KRAN Deck 4 and ISV-KRAN Decks 3 and 2 were combined in one map at first (even combined with Deck 1 much earlier), to be then separated because the full map was too massive.
  • The map's music track, Newmca9, was at first the only ISV-KRAN song.
  • Old documents mention the ISV-KRAN to have three decks. 3 and 2 was probably just 2 alone. It also mentions that a more "vertical" layout was planned.
  • A description of this deck (first out of three): "The ship has 3 distinct decks. The player enters at the bottom deck, which consist of engine rooms, fuel cells, pipes and duct work, crawlspaces and small control areas, A very underground and nasty diesal fuel type feeling should emanate from this part of the ship. Most of the areas are pitch black and dark, and many of the areas have the distinct RED ZONE type lighting to them. The player will activate the ships reserve batteries in the first chamber she accesses and power the few and far between lights in the rest of the ship."


ISV-KRAN Decks 3 and 2 (IsvKran32.unr)
  • Decks 4 and 3-2 (and 1 even earlier) were combined as a single map named simply "ISV-KRAN" in early versions of the game. They were separated due to performance issues on weaker rigs.
  • The door behind you as you begin the map is a mover. This is of course a leftover from the aforementioned combined map.
  • There's no mention of Deck 2 in the map. Deck 3 is mentioned in a message of the engine control room, and there are no "2" signs. As previously mentioned, ISV-KRAN was created to have 3 decks in mind, Deck 1 being always the bridge (ironically, Deck 1's track is named Kran2). One of the panels has "Level 2" mentioned but it's unknown what it is referring to.
  • A description of this deck (second out of three): "The deck above the mechanical deck should be the purpose of the ship. Survey of planets. Here will exist all the areas that make up the function of the ship. Computer rooms, star charting control rooms, sensors, probe launching bays, a large loading module should also be included. A few basic berths should reside on this deck. This is the deck that should have the most interesting hidden areas and powerups/weapons. If possible, the dead crew members should be found on this ship. Suspended animation/hypersleep tubes should also be on this deck. The player can interact with many aspects of the ship the most on this deck."
  • Considering this map was combined with Deck 4 in early versions of Unreal, most of the glass decorations were movers and could be destroyed. They were turned into brushes for the same exact reasons as in Deck 4.
  • The shuttle bay is completely optional. About this particular area, the roof appears to be made from an octagon cylinder and from a 2x2 group of "doors" (just like the shuttle bay's own entrance doors). Ambushing Skaarj can be seen appearing from exactly nowhere.
  • Mercenaries were originally the enemies found in the KRAN maps, as shown in early versions of the game.
  • Remember those insta-kill fans in Deck 4? Two of them seen in the containment field generator area in Decks 3 and 2, in the elevator side, were attached to the same SpecialEvent actor in the combined map version. In the final version of IsvKran32 this is still true, as the SpecialEvent actor is still placed in the same spot of the map - now outside the geometry obviously. Either way, you cannot reach those fans because there are metal grates blocking them off, so what's the point.
  • The coolant leak in the corridor leading to the containment field generator area doesn't hurt you. Instead there's a trigger which activates a SpecialEvent actor as soon as you enter the pathway with the leak; it hurts you only once per entering, which happens when you go inside the trigger radius. The damage is of the Burned type, meaning the Toxin Suit is useless, and deals 50 points of health on Unreal difficult; however, it may deal double damage upon entering (if you run fast through it, mostly) which can prove very dangerous. The damage amount is much less on lower difficulties though, to the point that it's barely any dangerous at all.
  • The flickering laser battery in the containment field generator area doesn't kill you if you run through it - you can go perfectly under the laser beams. Just don't jump. Skaarj are too tall to pass through and die.
  • The engine beams in the engine core area instantly kill you even when they are turned off. Their triggers also have a quite large radius which makes it dangerous to jump down to the first floor.
  • In the main chamber of the engine core area, the elevator found on the opposite side of the entrance can only be used on the first floor. There's no button or trigger whatsoever on the second floor.
  • In the BioSuits chamber in the engine core area, there are Stinger Ammo packs on a ledge over the entrance. This very-hard-to-find secret is only reachable with the JumpBoots.
  • In very early versions of Unreal, this map had big and quite strange differences (which could be in part true for Deck 4 as well). Pics are available.
  • Many of the lamps were built differently and there were much more beforehand. The side pathways to the containment field generator and cooling system control had one long neon lamp built into one of the planks; the Light actors for these are left in the final version of the map and ended up having no source.
  • There were much more Inuit panel signs on walls and next to doors.
  • Crates used Mine textures instead of Starship ones. Possibly placeholders before the textures were made. Or possibly, they were originally crates with Tarydium brought in by Mercenaries.
  • The panel to open the shuttle bay doors was placed, always in the same area and floor, in the empty space with the wooden boxes and sludge barrels. The panel was longer and its Light actors are still present in the final version of the map. It's unknown if this was actually the shuttle bay panel or a standard information one - the shuttle bay doors appear semi-open, as if they are in a broken state. The shuttle bay also had no elevator at that point and likely no second floor.
  • There were no "octagonal" double doors.
  • The cooling system control area was a single full room.
  • The two reactors in the containment field generator had dark red beams instead of orange, glowing ones.
  • The exit elevator area didn't have the security walls for both turbo-lifts. The shafts also had green lamps on the walls - in the final version of the map, there are Light actors without source. It appears also that Myscha was undecided on how to make the metal bridge to the final door...
  • Outside the turbo-lift room, in the corridor, you spotted a hole on the floor blocked by glass, which contains just a dark purple lamp and a pipe. There were two of these in the 1998 beta versions, on both sides of the corridor, and the glass brushes were instead movers (that you couldn't destroy, for once). Indeed, there was another corridor below the glass... a basement one. From what is seen in the screenshot, it has a door leading to the turbo-lift area and a unique pathway descending to a completely unknown place of the ship.
  • The door you see beyond the exit of this map is a mover. Deck 1 was, to our knowledge, never combined to the Decks 3/2/1 map, so it may be just simple geometry copy-paste.
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ISVDECK1 (IsvDeck1.unr)
  • This map was made much later than the other ISV Kran ones. As seen in some rare trailers, the Skaarj ambush corridors were still the 1998 beta version ones until a certain point in development.
  • This KRAN map has the anomaly of just being named "ISV Deck" instead of "ISV KRAN Deck". Might be a naming mistake by Myscha, as this map was developed later.
  • This map uses Kran2.umx. "2" means as if it's the second KRAN theme? Or Deck 2? Or simply a random name (in comparison, Decks 3 and 2 used Kran32.umx).
  • As this map was developed much later than the other decks by a more experienced Myscha, it uses different Starship.utx textures, like the "Nemo" (rusty yellow) ones. Architecture style is also overall different.
  • A description of this deck (third and final one): "The uppermost deck is the bridge. The ship is piloted from this deck. It isn't as large as either of the other two decks. It has a view screen and overhead skylights to the stars (now to Unreal's sun.) Creatures that fly may have flown in through the roof and settled in the bridge. The bridge has fantasic computers and elegant pilot areas. It has no cofee."
  • Skaarj Officers and the rare Bloblets first appear in this map.
  • The door behind you as you begin the map is a mover. Deck 1 was (in its 1998 beta status) combined to the previous decks in 1997.
  • One of the panels at the beginning in the map mentions 20 remaining Skaarj lurking around in the entrance corridors. Indeed, while only a maximum of two Skaarj are allowed to spawn in-game for the ambush, their CreatureFactory actor holds 20 of them.
  • It was planned that the ISV-KRAN was an explorable, optional ship. At the end, the "access escape pod" would lead you outside the ship... in the Trench. Not in the Spire Village.
Last edited by UBerserker on 13 Mar 2016, 12:21, edited 2 times in total.

UBerserker
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Subject: Re: Unreal 1 TRIVIA THREAD

Post Posted: 04 Jan 2015, 23:19

For clarity, the ISV-KRAN 3&2 pics don't come from all the same version of the map. Apparently it's a very early version of it.
Feels like Myscha had like 1000 different ideas when making the KRAN and didn't know what to do.
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UBerserker
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Subject: Re: Unreal 1 TRIVIA THREAD

Post Posted: 05 Jan 2015, 23:16

Fixed some things on the ISV-KRAN descriptions:
1. P849 was never part of Inuit (he/she sorts of get hired in Unreal PSX though).
2. The ASMD super secret's own ASMD only gets crushed in UT. You can still get it on the original Unreal if you approach it very carefully.
3. While you could break panels, you could still use/read them (awkwardly out of thin air).

The Sunspire section won't be for much soon. I'm sorta really busy early this month.
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Subject: Re: Unreal 1 TRIVIA THREAD

Post Posted: 06 Jan 2015, 12:05

Man, these facts become more and more interesting, for example the background story from the Unreal book or realizing how the mappers evolve, too. Thanks.
Keep them going, they are one of the reasons why I'm all pumped up for Unreal again. I did make little progress from time to time, but now I'm determined to finish what I once started. No promise, though :p
The Unforchers will come again soon...

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Subject: Re: Unreal 1 TRIVIA THREAD

Post Posted: 08 Jan 2015, 08:06

Interesting to read about the circumstances surrounding the ISV-Kran crash, I always did wonder how they could've messed up the crash-landing so badly as to make a trench of that size, even with the gravitational pull against them!
"If that bitch in Cell 4A keeps looking at me funny, I swear I'm going to rip out her larynx!"

UBerserker
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Subject: Re: Unreal 1 TRIVIA THREAD

Post Posted: 08 Jan 2015, 10:32

I'll be trying to get the SpireVillage/Sunspire info up as soon as possible cause there isn't actually much to say about them, aside the Amethyst connection.
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UBerserker
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Subject: Re: Unreal 1 TRIVIA THREAD

Post Posted: 10 Jan 2015, 00:11

Spire Village (SpireVillage.unr)
  • The map was originally code-titled FHub3 (the third Hub map). There isn't much background story about the map, except the fact it always housed the Sunspire.
  • Spire Village was, at first, never considered to be put after the ISV-KRAN (as in the ISV-KRAN, the teleport would bring you back to the entrance of the ship); perhaps it wasn't planned yet at the time.
  • Spire Village and The Sunspire were combined in one, massive map. Even though the entire Sunspire section was nowhere near as detailed as the final version, the combined map was still too much for the weaker rigs of that era.
  • In FHub3 (the beta combined map), the sky borders went much further than in the final version and you could see a much longer body model of the crashed ISV-KRAN. The mountains were also much less plain.
  • As seen in FHub3, a Manta spawned after exploring a certain hut at the beginning of the map.
  • As seen in FHub3, the first Titan (and the only one which is directly placed in the map, even in the final version) appeared very far outside of the village; once triggered, he would walk directly to the village as part of the scripted sequence. This would have given you more time to prepare... and more time for the Nali to save themselves.
  • Right after the village you notice that, next to the pathway to the Sunspire, part of the mountain on your right hand side looks slightly different from the rest. This is actually a solid brush added quite late in the map development; in FHub3, this brush wasn't present yet and the pathway was larger in result.
  • As seen in FHub3, Opal.umx was the original track of Spire Village + Sunspire. Newmca10.umx (the original name of Spire.umx aka "Hub 3") was already present in the 1998 beta version (without the 2nd songsection which was then used for the Sunspire). Opal is one of the few unused tracks that made it to the final version of the game.
  • As seen in FHub3, using the JumpBoots to access the second floor of the huts was quite dangerous as accidentally bashing your head to the roof damaged you. You'd touch triggers that would activate a SpecialEvent which dealt 5 points of damage. In the final version of Spire Village, these triggers are removed but the SpecialEvent actor is left untouched.
  • As seen in FHub3, the ISV-KRAN had two lamp brushes alongside their corona-light actors. These were removed in Spire Village but the corona-light actors are still there.
  • As seen in FHub3, the gate to the Sunspire was completely different and much smaller. It also had a window where you could see the Sunspire itself.
  • One of the two doors to the Sunspire path (the one you don't open) has all BlockAll actors in it.
  • Unlike in the next map, in Spire Valley the Sunspire itself sits on an empty plain (no big lava pit whatsoever); this makes sense because it's close to impossible to see the Sunspire valley without using cheats or weapon jumping, and this is a good excuse to cut out unnecessary details from Spire Village. The empty plain is a "leftover" from FHub3; as shown in the beta version, there was originally no lava pit, and the plain had several plants and rocks. It's still possible to see other cut Sunspire details from the Spire Village, like the absence of lamps and doorway on the Sunspire's exterior walk path that could be perfectly visible from ground instead.
  • This map and The Sunspire are the only Unreal maps where you don't see the Sunspire in the skybox (OBVIOUSLY).


The Sunspire (TheSunspire.unr)
  • The Sunspire and Spire Village were combined as one map (FHub3) in earlier versions of the game. Separated for size reasons, The Sunspire section lacked various details including the big lava pit, at the time.
  • The Sunspire, as FHub3, originally used Opal.umx. Regarding the current Spire.umx (aka Hub 3, originally titled Newmca10.umx), it's unknown if the action songsection was ever used in Unreal.
  • The Sunspire's interior walls previously utilized the SkyCity.utx texture "SHIW24F", which has a green horizontal sheet over it.
  • The gate at the beginning of the level is still a mover and can be opened in the same way as in the end of Spire Village.
  • Indeed a Nali falls down in the lava when you cross the bridge to the Sunspire's entrance. The Nali's spawnpoint is located below the Sunspire's outside walkway, height-wise - not from the VERY TOP of the tower.
  • The window where the Skaarj crashes through, in the Sunspire's entrance, can be destroyed before the Skaarj begins the ambush but the window itself only disappears when the Skaarj jumps in. The window mover is "animated" by a trigger above the window itself - touching the actor triggers the window mover and the attached explosion effect. Using a gun just triggers the explosion but not the mover.
  • Right at the entrance of the Sunspire there are two always-triggerable MusicEvent actors - after and before the door. The one before the door only activates once you trigger the MusicEvent actor after the door. The latter, so, triggers the Spire.umx's third songsection which is the Sunspire theme. Now, you think that MusicEvent outside would trigger the Spire.umx's first songsection instead (which makes sense as you're exiting from the Sunspire) but no, it also triggers the third songsection. A screw-up by Pancho as one could guess. Interestingly, the interior MusicEvent's Tag name is "oPAL", which refers to Opal.umx; apparently it was still considered for the interior of the Sunspire (perhaps the place was planned to be more horror-like?). The other MusicEvent's Tag name is "fIRSTONE". First one? First songsection? First song? None of this was in FHub3, by the way.
  • Right at the entrance of the Sunspire, next to the "oPAL" MusicEvent actor, there's the trigger+Dispatcher for the Skaarj Gunner ambush. Dispatcher's first event is unused and it's tagged as "Hell" and it's unused; the second event is used for the ambushing Skaarj Gunner spawning but its event name is "BehemothIn". Evidently Pancho considered to have Opal.umx playing alongside a Behemoth crashing right in your face. This ambush wasn't in FHub3 yet, also.
  • Regarding the unused "Hell" or "Nothing" names seen as Dispatcher's first events, it appears that Pancho did this for every Dispatcher in his maps; perhaps he wasn't so sure how they worked.
  • The Pupae first appear in this map. Their spawning begins when you enter the kitchen.
  • The Minigun first appears in this map, in the altar secret. This is your chance, otherwise you must wait until you kill the Mothership Lab's Skaarj Trooper who holds it. Not that you'll ever use this gun anyway.
  • The loud girl scream you hear in the Sunspire once is assumed to be shout by Kira. This event isn't present in FHub3 as Kira didn't exist (the whole KRAN crew was originally planned to die in the crash).
  • As seen in FHub3, Mantas appeared on the Sunspire's outside walkway.
  • In the Editor's wireframe view mode, it's possible that few corridors become invisible due to technical problems of the map.
  • The Chamber of Crystal has a second brush used for a lever mechanism. Was a much more articulated use of the Crystal planned, instead of using a single all-purpose lever? Other than the Crystal event's Dispatcher, there's a second one which triggers the "CBS" movers. These are cubes found next to the door movers that cover the Crystal itself; after being triggered, they move around. They have an applied MoverSound and they're used to make sounds for the Crystal's activation.
  • The very top of the Sunspire has a wrongly applied texture (SkyCity.utx wall one instead of the regular mountain texture). In the Spire Village version, the texture use is correct instead but not the scale. In the FHub3 version, both texture and scale are correct.
  • This map and Spire Village are the only Unreal maps where you don't see the Sunspire in the skybox (OBVIOUSLY).
Last edited by UBerserker on 10 Jan 2015, 01:22, edited 6 times in total.
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UBerserker
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Subject: Re: Unreal 1 TRIVIA THREAD

Post Posted: 10 Jan 2015, 00:13

I wanted to mention something about a certain SkyCity.utx texture in the Sunspire list but I'm saving it for Amethyst.
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Subject: Re: Unreal 1 TRIVIA THREAD

Post Posted: 10 Jan 2015, 00:18

UBerserker wrote:The loud girl scream you hear in the Sunspire once is from Kira.


As ever UB this is great stuff, but this one stands out. Do you have a source for this?
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Life is what you make of it.

UBerserker
Nali Priest Nali Priest
Posts: 7901
Joined: 11 Nov 2007, 21:00

Subject: Re: Unreal 1 TRIVIA THREAD

Post Posted: 10 Jan 2015, 00:24

It's triggered only once when you reach one of the elevators on the first floor. Actually it's not stated anywhere that it's by Kira but this wasn't present in FHub3. Changing the statement a bit.

I sort of rushed things there but surprisingly there isn't really much to say about both maps. Spire Valley is a Legend-only thing.

Added also a pic showing a screenshot about the Sunspire with the different wall texture, courtesy of Leo (hyperlinked in the trivia statement).
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