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U1 Trivia Thread (Clear)

For gameplay advice and broader discussion of single-player Unreal including custom maps, mods and mutations that alter the game.

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Subject: U1 Trivia Thread (Clear)

Post Posted: 19 Dec 2014, 00:15

This took a damn while and I think I promised it to open one like four months ago?

With my recent new interest on cut content in games (especially Unreal's) and after all the chats with MMAN and other people on IRC about cut Unreal maps, I think it's finally time to start it. This is mostly going to be all my knowledge dump that I got to know through vids, conversations with Leo and whatever else.

The thread will work progressively, like the classic Unreal Beta thread of mine in the old forums. This is not going to be a massive read like the Beta descriptions. It's trivia, remember.

The first post will be about a speculated map list order, while the rest will be about trivia for a group of maps in each post. Only the maps in that list will be touched in this thread. Trivia will be known information with known speculations too. Much of it will be backed up with pictures and videos.
Each map in the maplist post will contain a hyperlink to the post having trivia of said map (quick index).

Proper trivia will start tomorrow. I'll be very slow.
Last edited by UBerserker on 07 May 2016, 21:10, edited 4 times in total.

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Subject: Re: Unreal 1 TRIVIA THREAD finally on

Post Posted: 19 Dec 2014, 00:17

Unreal had many, MANY versions before the final release; most maps were in or out, depending on the version, while some were saved for expansion packs made by Epic.
This is the very speculated maplist of how Unreal was fully envisioned to be regardless of versions until Epic went to cut part of the game before it was out.
This won't take in consideration the combined maps.


*Ultimately ended up being Dasa.


Unknown locations:
Last edited by UBerserker on 07 May 2016, 21:10, edited 40 times in total.

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Subject: Re: Unreal 1 TRIVIA THREAD finally on

Post Posted: 19 Dec 2014, 08:13

Intriguing. Some of the names seem unlikely at first glance, but maybe they're no more unlikely than names we are used to because we've known them for years.

Will you have a lot of information about these lost maps? Bring on the detail!
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Subject: Re: Unreal 1 TRIVIA THREAD finally on

Post Posted: 19 Dec 2014, 11:40

For most of the missing maps we don't have much information sadly but we also have a lot of other information about the maps we already know :)

The saddest part of the story is that Myscha cannot be contacted anymore as he changed his mail address (it was a special forwarder).

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Subject: Re: Unreal 1 TRIVIA THREAD finally on

Post Posted: 20 Dec 2014, 00:49

First draft with Vortex and Nyleve. Of course, I'm not going to mention much of the 1998 beta details as most people know them already.

Vortex Rikers (Vortex2.unr)
  • Rikers is named after the Rikers Island's jail complex, in New York. The "vortex" name was simply added because Vortex Rikers is a spaceship.
  • The general reason why there's a "2" in the map filename is due to avoid a file mismatch with Vortex.uax. It's unknown if the "2" would also stand for "second build"; Cliff always did put a number at the end of his maps' filenames as a mean to show their development build version.
  • The torture room is entirely optional and only contains a demonstration of the game's body gibbing capabilities.
  • The torture room was added quite late in the development cycle and prior to the door on the second floor (more like, that door was at least open).
  • The girl referred in Jonas Gershwin's diary might be Prisoner 849.
  • The Dispersion Pistol makes its first appearance in this map (only in this map you can find it as a pickable weapon).
  • The Skaarj Warrior is first seen in this map.
  • The Universal Translator and Flares make their first appearances in this map.
  • Vortex Rikers was supposed to have human pawns. Unknown if they were ever added in an old version of the map.
  • Various prison cells were blocked by force fields in a very early version of the map.
  • In the prison area, there's a locked door on the second floor which was added very much later in the map development. Its use is unknown but it might have lead to other parts of the ship.
  • There's a bunch of Special Event actors that were supposed to cast a sound by touching some Triggers in the prison; judging by the event tags of the Special Event actors, they were likely going to cast escape alert vocals from Vortex.uax.
  • Notice that other than the vent shaft, there's no other known way to realistically reach the prison area from other parts of the ship.
  • The vent shaft tunnel was supposedly much shorter in a very early version of the map, with very steep slopes going up directly to the bridge.
  • In the bridge area, there's a set of planks you can walk over where you can get Clips. Notice those broken plank brushes? They were supposed to fall to the ground according to an unused Trigger actor found right below. Note that the planks are not movers.
  • The Kevlar Suit area has been modified several times during development; starting with nothing at all (just a simple 90° turn), to then become a round room, to then become what is now. In the round room version, the button was simply attached on the flat ceiling. In that same version, the Assault Vest was placed there instead of the Kevlar Suit.
  • Strangely the radar panel in the bridge (where the dead Ash body is) is a mover.
  • The bridge area has two doors leading to unreachable (and probably unfinished) areas. One leads to a shortcut which connects the bridge to the emergency escape route right at the end of the level (the locked door you see when you use the last elevator). This shortcut has simply nothing other than a Light actor and both doors aren't movers; the other room is blocked by an iron plank, and leads to an empty chamber, where the only significant thing it has is a grate to the prison vent shaft. This chamber could either be crew berths or a shower room.
  • The Med Lab was once connected directly to the corridor where the Skaarj's slaughterfest takes place in a very early version of the map.
  • There's an unused Trigger in the area with the emergency Health Pack room. Once again, it was supposed to cause another plank to fall. Which one though is unknown. In the 1998 beta version, there are blood stains on the floor right where the trigger is located.
  • It's worth noting that all unused triggers and the prison's Special Event actors were in the 1998 beta version as well, always unused/unfinished.
  • The bridge of Vortex Rikers faces toward one of the lateral sides of the ship, and it appears that the entire interior is located right next to the engine section, rather than the front hull of the ship (which is supposedly empty).
  • Even if you don't get the Dispersion Pistol, you'll automatically have it when Nyleve begins due to the gametype script.
  • In one of the latest versions of the game (not much before release), Vortex Rikers was fully combined with Nyleve as one map (with portal zones); Nyleve wasn't apparently connected anymore to Sacred and Rrajigar's exit by that point.
  • Always in the aforementioned game version, Vortex Rikers had a group of areas (their content is unknown) that would lead to a secondary exit to Nyleve, in the back of the ship (and the back of the ship at that time pointed to the part of the valley with the bunker entrance). These areas were accessible from the prison - or from the torture room door (which wasn't made yet) or by the infamous locked door on the second floor. Sadly, any evidence or pictures for this piece of trivia are now impossible to come by.
  • The French division of GT Interactive released, throughout a rare disc, a map named VOTLAN made by people from a long dead net group called Xanaweb. Turns out it's an edit of Vortex Rikers to showcase Unreal enemies and items; you started from the ending area and your objective was to reach the exit in a new area built in the unfinished and unaccessible "shower" area of the original map. The edited map isn't based on the release version of Vortex Rikers as the doors for the unaccessible shortcut path to the emergency exit are still movers plus a nearby texture bug, just like in the 1998 beta version of Vortex. The map is available there.
  • Inoxx was supposed to do the Player Ship map instead of Cliff as revealed in reserved mail conversations.
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NyLeve's Falls (NyLeve.unr)
  • While it is very rarely used as a name in real life, Nyleve is Evelyn spelled backwards (Pancho has done the same with Harobed/Deborah and Noork/Kroon). This is related to Evelyn Eekels, a Pancho's relative who has been credited in several Digital Extremes games.
  • The Automag makes its first appearance in this map.
  • The Flashlight makes its first appearance in this map.
  • Lesser Brutes, Tentacles, Mantas, Nali, Nali Rabbits, Birds and Biterfish make their first appearances in this map.
  • NyLeve's Falls is the only location in Unreal 1 under Skaarj's control without any pawns of the Skaarj race guarding around.
  • NyLeve's Falls is the only retail map to have a lake with a current strong enough to push you around, making swimming much harder.
  • Howls from Titans and Queens (Call7 and Call8 sounds, respectively) are already heard in this map, next to the first Biterfish pool.
  • On Hard and Unreal difficulties, the hut found in the bottom valley has a Tentacle, while the Nali is dead. While it's perfectly logical, the killing doesn't occur in-game; the Nali simply starts out dead in those difficulties. Tentacles only attack Nali (and any other Scripted Pawn) if it's touched by them.
  • Killing the Nali mentioned above in Easy and Medium difficulties will spawn a secret Manta above the hut!
  • As shown in the original Unreal trailer, the Vortex Rikers crashed differently in the first valley in one of the pre-release versions - in the same exact way as it did in the leaked beta version of NyLeve (except the ship itself got modified to be bigger). The Rikers faced the direction of the bunker section, the valley around it was obviously different due to the ship impact (and you could explore different parts of it) and there were other neon lamps, like the ones you see in the first hut and in the first pool. The Rikers' emergency exit was still the exact same as the beta one. The texture used on the whole terrain of the valley was different - it's the one used for the Vortex crater in the final version of the game.
  • In the pre-release versions of the map, the waterfall had a third water sheet with its own hole craved in the mountain.
  • In the pre-release versions of the map, there was more vegetation, including palms on the mountains.
  • Pre-release versions of the map likely had the infamous Warlord sequence teased from info materials before being cut, where the creature himself is found eating the body of a human, to then blasting it with a rocket and flying away. The AlarmPoints and the dead body are still there, plus the mutilation/eating animation state of the Warlord that is already completed; this makes possible the re-creation of the event. See this thread for related info.
    The scripted event was likely cut because the devs didn't think it was a good idea showing the Skaarj Warlord so early in the game.
  • In the Rrajigar entrance valley, there's a Dispatcher which is supposed to activate a nonexistent event named "Hell", other than two Special Events that cast Call2 sounds.
  • Aside Rrajigar, NyLeve is not "realistically" connected to any other location. There wasn't supposed to be anything right where the Vortex Rikers crashed, either.
  • NyLeve's Falls is possibly the Unreal 1 map which got reduxxed or remaked the most in all Unreal games.
  • While the bunker at the end of the map is entirely optional, in the previous versions of the map it was important as it was connected to Rrajigar's exit and to the entrances to Sacred Passage and Dark Arena, as seen in the 1998 beta version.
  • In the pre-release versions of the map, Nyleve and Vortex Rikers were a single map. All the connections to Sacred Passage were apparently removed already, though.
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Last edited by UBerserker on 20 Dec 2014, 21:22, edited 2 times in total.

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Subject: Re: Unreal 1 TRIVIA THREAD finally on

Post Posted: 20 Dec 2014, 18:03

Rrajigar Mine (Dig.unr)
  • The map was originally titled as "Dig": "It comes from the major action that has taken place here, and that is DIGGING!". Rrajigar definitely appears to be a name of Skaarj origins. Skaarj are there to mine Tarydium, the blue crystals you see around that everyone is trying to get.
  • The Stinger makes its first appearance in this map.
  • The first Dispersion Pistol Power Up appears in this map.
  • The VoiceBox makes its first appearance in this map, which is the only one in both games as a collectible. The VoiceBox ACTUALLY WORKS against enemies that haven't spotted you yet; when you throw one, the enemies will look at its direction (stopping whatever they were doing like patrolling or pressing buttons) and will repeat their fighting animation until the thing explodes. Sadly, that's the only one you ever find in the game; no other level of Unreal, including the beta ones we know, have it.
  • The Skaarj Scout makes his first appearance in this map. If you're playing on Hard and Unreal difficulties, you'll see for the first time some alive Nali.
  • If the first Nali dies, the secret alcove with the Shield Belt becomes inaccessible, as the door closes.
  • In the area with the second Stinger (guarded by a Skaarj Scout who ambushes you), there are two unused Triggers that suggest there was going to be a Lesser Brute ambush (shooting from the second floor??). These triggers were unused in the Dig+Dug beta map too. There's a third Trigger actor which does the same thing in the successive area but it's used and it simply change a Lesser Brute's attitude from Ignore to Hate.
  • The conveyor belt chamber has the conveyor belt itself leading to dead ends on both sides. Why? Who knows.
  • If you ghost below said conveyor belt you'll find a little room disconnected from the rest of map, which contains two boxes with Health Packs. This is a leftover from Dug, when it was still connected to Dig as a single map; the specific room is part of the foggy corridors before the last big area of Dug.
  • After this area you'll meet a Tentacle in a corner, over two boxes and an explosive barrel. Ghosting through this wall will make you find another leftover from Dug when both maps were combined - from the Dug side, an explosive barrel would crack the wall, creating a shortcut to Dig; the specific room is the corridor where a Skaarj Scout operates a panel... right next to the aforementioned explosive barrel.
  • A screenshot from a not really late version of Unreal shows a room of a mine compound with a BigMan. The cavern rocks appear to be made in the same style of Rrajigar's ones but the presence of the Flak Cannon, an old Myscha-style torch and a lake very much suggest that it's another map entirely (possibly the Underflow).
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Depths of Rrajigar (Dug.unr)
  • In early versions of Unreal, Dig and Dug were connected into a single map but were separated in two parts for the final release, due to performance issues on weaker rigs.
  • A leftover room from Dig is located right at the beginning of the level, behind the entrance doors.
  • The ASMD makes its first appearance in this map, inside the secret cave below the first elevator.
  • The Brute makes his first appearance in this map.
  • The Skaarj Warrior debuts as a proper enemy in this map.
  • The Dig/Dug leftover room in the corridor with the explosive barrel repeats in this map.
  • As shown in the Dig+Dug beta version map, the bridge trap was supposed to be used against a Brute, however it barely worked and Cliff decided to remove the monster.
  • Geographically speaking, as shown in the Unreal Beta, Dug's exit would lead up straight to NyLeve (a cut area in the map's optional bunker, to be specific).


Sacred Passage (Passage.unr)
  • The doors behind you as soon as you begin the level are movers. Behind them there's just a small leftover room from Dug.
  • In early versions of Unreal, Sacred Passage was connected to NyLeve throughout the optional bunker of the latter map. It also had a bridge to be seen at the beginning (above on the mountains) which led to Dark Arena. The little sanctuary also had an underwater passage to Dark Arena's beginning room.
  • The Devilfish first appears in this map.
  • The section of the UNBIBLE (which is a really old document but some of its ideas were still used) about the first mainmap mentions a destructible big rock which blocks the entrance to an underground Mayan-themed temple. This COULD have been an early draft/idea of Chizra's entrance.


Chizra - Nali Water God (Chizra.unr)
  • The Slith (standard one), Nali Priests and Flies first appear in this map.
  • The Eightball first appears in this map.
  • The SCUBA Gear first appears in this map.
  • Earlier versions of Chizra had the Krall (dark skinned ones at that time) as enemies.
  • None of the Biter Fish Schools in this map are dangerous, so don't get alarmed when you see them approaching.
  • To give some clarification on the Chizra vs ISVKran 4-3-2 development period, Chizra was definitely made later.
  • Chizra is the Nali Water God. According to the messages in the temple, he sent the Slith in the temple to punish Nali for their sins or to test them. The golden face which appears on the doors of the temple (and on other decorative stones) might be his representation (Ancient.utx package).
  • Unknown on what name Chizra is based on. Several Hindu deities end with the syllable "ra"; the word chiz is a rare substitute for the word "shit". The closest Mayan/Aztec god to Chizra in terms of appearance is Quetzalcoatl: he's either depicted as a snake, or as humanoid. When it comes to snakes, we have the Slith; when it comes to humanoid, there's the AZ-2 texture in Ancient.utx/Deco files which very much resemble the Mayan god's appearance in the Aztec Codex pictures. Regarding the Slith, they recall the Nāga from Hindu religion, human-serpent beings associated with water.
  • A door texture in the Ancient.utx package shows what appears to be Chizra's big face fighting a Slith. This would mean that the Slith roamed the planet since ever but their origins are still unexplained. From Epic's part, Slith are described as distant cousins of the Skaarj; that makes sense considering how Slith have some general visual similarities to Skaarj. Yet it doesn't explain how they ended up on Na Pali (and why the Skaarj would ever bring them - and not one word by them about the Slith have been spilled) and why they are also present in Terraniux without bothering the Mercenaries (that doesn't also mean Slith full-blown cooperate with Skaarj only, and that Mercenaries could have been able to abduct them). Another hypothesis is that they are genetically modified serpents that originated on Na Pali but there's no evidence to support the hypothesis.
  • Chizra is the only official God of the Good Lore.
  • The only helpful Nali in this map is the first Priest you encounter; he opens a little room with Flares and Stinger Ammo.
  • The Pool of Thunder always casts an earthquake and a thunderbolt sound each time you enter its water zone. However, you still need to wait a bunch of seconds before the events' Trigger is re-activated again.
  • The original idea of the hidden room of faith (the one with the invisible bridge) came from one of Cliff's cut crypt maps, Morose, where you had to walk on the invisible bridge "by having faith in Jrath".
  • Compared to most of Unreal, scripted events of this map are generally magical phenomenoms, such as opening bars by bathing in the water, a pyramid channeling electricity, the exit being opened by just picking up the Eightball (or perhaps the weapon itself was sitting on some trigger). The rest of the events don't have an explanation other than Chizra "rewarding" your progression.
  • The slope mover which helps you reach the Eightball on the pillar just passes through the floor at the bottom of the pool.
  • The portal at the end of the level is dangerous as you can accidentally telefrag the Nali... or the Nali can accidentally telefrag you.
  • The Damage Amplifier item from the Botpack220 build (aka the supposed "UT" expansion for Unreal) was named "Mark of Chizra".
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The Ceremonial Chambers (Ceremony.unr)
  • This map originated as a DeathMatch one first. It would have taken place from the beginning of the map to the Skaarj ambush room.
  • In early versions of Unreal, Chizra and Ceremony were connected into a single map but were separated in two parts for the final release, due to performance issues on weaker rigs. The exit to this combined version doesn't geographically perfectly fit into the Nyleve+Sacred map from the 1998 beta version but it could work in the final Unreal one as an inner mountain passage to Dark Arena.
  • The spire chamber and the lava chamber were added extremely late during development, and they aren't mentioned in the strategy guide at all. Inadvertently, the presence of the Eightball in the lava room pretty much killed the whole point of the main objective in Chizra; the room might have been made originally for Acerack, possibly.
  • Since it was connected to Chizra, Ceremony used Chizra.umx for the music at first, to then use SETI.umx in the final version. SETI.umx has nothing to do with Ceremony and also had nothing to do with the cut crypt map Morose - SETI.umx was originally intended for a very early cut Crypt Pyramid map by Anderson named Seti. Seti's etymology comes from the Egyptian god of chaos Set. Either way, SETI.umx's action songsection is never used in the final version of Unreal.
  • There's a secondary entrance to the triple Skaarj ambush room next to the main one, which opens once you're inside said room. Its use is for Coop, in order to other players to reach the room once the ambush begins (the main entrance locks up).
  • Ceremony is the first map in Unreal to not introduce new enemies/items.
  • The final room before the raft ride contains a little pool around a pillar; bathing in it deals 10 points per second of negative damage... which means it heals you until you reach the primary limit of 100 points of health.
  • The last Nali is not necessary to activate the raft, rendering the only possibly helpful Nali in the map to be useless too.
  • You don't need to use the raft to reach the ending of the level - it'll only take a minute or so to reach the end of the cave by swimming. There are no hazards except a current which is moot compared to your swimming speed.
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Last edited by UBerserker on 20 Dec 2014, 23:42, edited 2 times in total.

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Subject: Re: Unreal 1 TRIVIA THREAD finally on

Post Posted: 20 Dec 2014, 19:34

Added various things to the Chizra section that I forgot oops.

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Subject: Re: Unreal 1 TRIVIA THREAD finally on

Post Posted: 20 Dec 2014, 21:58

Evelyn = Evelyn Eekels. Pancho's relative (unknown if sister or wife) who was credited on several DE games.

Edited the VoiceBox thing in Rrajigar. THE THING ACTUALLY WORKS when you're not spotted. Try it out on patrolling enemies in Dig.

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Subject: Re: Unreal 1 TRIVIA THREAD finally on

Post Posted: 21 Dec 2014, 01:26

This is good stuff, UB, thank you; I'm watching with interest. The possible explanation for the name 'SETI' is interesting - the link I had assumed with the name of the real-life 'Search for Extra-Terrestrial Intelligence' never really seemed to fit somehow!
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Subject: Re: Unreal 1 TRIVIA THREAD finally on

Post Posted: 21 Dec 2014, 16:50

Hellscrag wrote:This is good stuff, UB, thank you; I'm watching with interest. The possible explanation for the name 'SETI' is interesting - the link I had assumed with the name of the real-life 'Search for Extra-Terrestrial Intelligence' never really seemed to fit somehow!


Yeah no it was simply about the Egyptian god :)
Most of the Crypt Pyramid maps were named after Egyptian and Irish names. The maps in question are the slightly small Crypt stuff from various alpha screenshots, one of them was re-purposed for Unreal PSX and others have been just recovered long ago.

The original Bluff Eversmoking concept was a pretty huge deal (it flat out explains that Nali were definitely a bunch of bastards before becoming nice). Also the Slith being on the planet for long might be true as documents mention small groups of Skaarj trying to conquer the planet centuries prior to P849's crash.

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Subject: Re: Unreal 1 TRIVIA THREAD finally on

Post Posted: 21 Dec 2014, 23:00

Dark Arena (Dark.unr)
  • The Titan first appears in this map.
  • What you see on the Titan skin - the red/orange and silver parts - are part of the creature's armor. Further inspection of the armor shows that it is NOT of Skaarj origins, but it's a typical medieval-era vest. There's no info or evidence that Skaarj controlled Titans, EXCEPT the UNBIBLE document naming Titans as Skaarj Titans. Remember that the UNBIBLE is a very old document.
  • Besides, if anybody isn't 100% sure yet that Dark Arena is a fortress built by the Nali, old documents describe the Nali's past to be semi-corrupt and imperialist.
  • Dark Arena is very much known for having two skyboxes that look very different from each other. Most Unreal maps have these: one of the two skyboxes is used depending on the settings of your renderer. Generally one skybox is used for low detail settings, the other for high detail settings but for the most part, the differences are extremely minor - presence of planets (sheet brushes) and translucency (on/off) for the cloud texture. In Dark Arena instead, the two skyboxes look totally different, because the standard version has its exterior cloud textures set to unlit; this makes the skybox to be completely bright/white in comparison to the rest of the Unreal maps and it doesn't fit with Dark Arena's own lighting.
  • Dark Arena has palms and plants over the mountains. And they leave a green lighting around them.
  • This is the last map of the shareware version of Unreal. The shareware version is the same but it has Harobed Village (with much of its content being stripped out for obvious reasons) attached to it; this is because in the shareware version you reach the entrance of Harobed and game purchase information pop up on the screen, other than being blocked by an invisible wall. In very early versions, the shareware stop was the Terraniux bridge; all the movers in the pool weren't added and you couldn't make it to the other side.
  • Curiously, the 1998 beta version of the game had literally the whole full Harobed attached to Dark Arena, however Harobed itself was still a separate map and Dark Arena's exit had the teleport actor to it. It's unknown if they were ever supposed to be combined as one map.
  • Dark Arena's early draft is described in the UNBIBLE. It was envisioned to be as a castle accessible by a raised drawbridge (you had to jump), and the castle itself being grand with several areas. At the end of it you were supposed to fight, similar to the final version, the Stone Titan. Stone Titans in the UNBIBLE are said to be invulnerable and they can only die by falling in the lava or in a long pit; you were supposed to kill it by pushing the creature with the Stunner weapon down in a hole. It appears the concept was supposedly going to be realized in the 1998 beta version of Dark Arena but with some differences: the arena was sitting over the a (fake) pool of lava and the floor itself was actually a mover, suggesting you had to break it so the Titan would fall in the lava and die.
  • The UNBIBLE also mentions that the Dark Arena "Castle" was supposed to be the last shareware version map. The concept was that in the shareware version, you couldn't proceed in the level after the Castle as the bridge was broken; it had instead a sign with game purchase info.
  • Back to the final version of the map (Jeremy War had to work a lot to make it what it is now). The Titan can spawn in any of the three arena cells.
  • The easter egg in front of the fortress entrance - the one where you shoot the tiny hole at the top and the wall below it moves, revealing a text illuminated by saturated multi-lights - is usually referred as one of the addresses of the studio where Epic worked on the game.
  • Dark Arena's beginning was connected (in a segmented way) to Nyleve, though the rest of the map itself was separate. The pool at the beginning also had an alcove which lead to Sacred Passage's hidden sanctuary.
  • In the first room of Dark Arena there's a differently textured wall, separated from the rest. The 1998 beta version also had it but the texture used was the same as the rest of the walls. The reason is unknown, or simply it could have been a possible connection to the Underflow.
  • The Skaarj Warrior outside the fortress, near the crucified Nali, acts weirdly as the black piece of land he is in contains a HomeBase actor. HomeBase actors force pawns to retreat to lands of a certain set radius after a random while.
  • The front doors of the fortress were supposedly locked in the release version of the game (not sure there), forcing you to go through the prison, then reaching and unlock those doors from behind. Patched versions of Unreal let you open the front doors anytime.
  • If you use these front doors to reach the fortress hall, you can't open instead the door leading to the prison (it's unlocked from the other side). This is true for every version of the map.
  • The lever used in the circular tunnel below the arena is used to open the staircase bars. This is useful in Coop for other players in the underground tunnel to reach the arena when the Titan battle is already triggered (the bars pop up when the battle begins).
  • There's a locked door on the first floor of the fortress hall, on the left; it leads to a completely empty, long room. The door is a mover and has a deactivated Trigger attached to it, with its event/tag name being the "left" version of the door on the opposite side. Probably content that never got finished.
  • You can see the sky from inside the arena but the top of the fortress (from the outside) is actually closed! This is also true for the 1998 beta version of the map. It's not like you can see the top of the fortress without cheats though but it doesn't explain why War couldn't make a real opening on the top of the fortress.
Last edited by UBerserker on 14 Mar 2016, 15:50, edited 1 time in total.

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Skaarj Warlord Skaarj Warlord
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Subject: Re: Unreal 1 TRIVIA THREAD finally on

Post Posted: 22 Dec 2014, 02:00

Great thread, UBerserker - I have read what's available and will be eagerly waiting for the rest!
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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Skaarj Berserker Skaarj Berserker
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Subject: Re: Unreal 1 TRIVIA THREAD finally on

Post Posted: 22 Dec 2014, 16:00

Very, very interesting stuff. I've read these facts with pleasure. Thank you!
The Unforchers will come again soon...

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Gilded Claw Gilded Claw
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Subject: Re: Unreal 1 TRIVIA THREAD finally on

Post Posted: 22 Dec 2014, 17:51

The way I see it, UB is the ultimate Unrealwiki encyclopedia :shock:
It's almost incredible how much you know about each level (and probably the various level-builds). Kind of builds a serious threshold for discussing anything Unreal-related with you :oops: :wink:

This trivia stuff is mostly all new for me. I actually played the retail version before the shareware version (it was probably a year or 2 later that I stumbled upon a shareware version but I never finished it because I didn't notice anything different, and I don't think I kept it).

This topic will be read over and over again when I replay Unreal and compare it to the beta version, or versions.

Keep 'em coming!! :tup:

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Nali Priest Nali Priest
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Subject: Re: Unreal 1 TRIVIA THREAD finally on

Post Posted: 22 Dec 2014, 20:45

I don't think I'll be able to finish anything today so I'll sendoff Harobed-to-Noork tomorrow, then with Ruins, stuff is going to get real.

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