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[UT] Χέοψ ~Cheope~ DORADO

For discussion and promotion of Unreal Engine single-player campaigns, mapping projects and total conversions.

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Subject: [UT] Χέοψ ~Cheope~ DORADO

Post Posted: 12 Feb 2018, 23:47

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XeopsRequisite.7z (141MB)
Includes the necessary files from EXU2 v7.2, oldskool239 and UTBP4, if needed.

XeopsDorado.7z (197MB)
New version of Xeops. Overwrite all; remove RMusicPlayer_SDK.u from your System folder.


XeopsMain.7z (92MB)
The OLD version of Xeops, kept for legacy purposes. Still depends on the XeopsRequisite package.


RMusic_Player (different version)
If EXU/Xeops' RMusic doesn't work, get this one. What you need is inside the System folder.


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Χέοψ ~Cheope~, codenamed Xeops, is my "debut" Unreal single player map, almost 20 years in since I played the original game from the very first day of release. While G59 is already a thing I've never fully released a proper non-EXU Unreal map, and this would be it.

The dream concept of the map was something I thought of a year ago, planned for whatever incoming speedmapping contest would've come. Given the use of custom content it wouldn't have probably fit though. Besides, I had a lot to learn about mapping still; with the G59 rework I figured out a lot of stuff, so everything I learnt there were finally put to a test. With the help of the EXU framework and other content, inspired by ancient architecture, Serious Sam and my will to develop more stuff outside of G59 I created finally something I wanted for ages: starting from a 46080x23040x7168 sized cube I brainstormed a layout off a random point of the playable zone.

Xeops's gameplay relies both on exploration and very frantic battles, similar to The Last Fortress. You get to play with a rather different weapon set, fight against enhanced enemies and discover well-hidden secrets. The whole experience is also story-driven - similar to G59 your character has a name and a personality, though as usual you aren't forced to pick him as your model. Overall a single robust level that can clock up to multiple hours depending on the difficulty chosen, with an advanced sci-fi theme that doesn't go too far off from classic Unreal (at least, not more than certain other packs).
Again, as the map uses the EXU framework: it's just for enhanced scripted pawns, trigger actors and more. Seasoned EXU players might find few familiar stuff but remember this is regular Unreal.

Music provided once again by Cybernetika/Xenofish just like in G59. RMusic_Player is being used for this map, so remember that you can only set the music volume from the RMusic settings under the "Mods" menu.
► Show Spoiler


Information on files, tech-related stuff and credits are in the readme.
Information on story and other info related to the map are written below.

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  • SYSTEM CHANGES
    • Map now uses a unique Gametype.
    • With the use of the new Gametype, the RMusic_PlayerSDK package isn't necessary anymore.
    • Translator image has been enlarged, with message lines being longer as a result. All messages will now fit in.
    • Special event messages are non-translucent and are red colored.
    • Pickup messages are non-translucent and are orange colored.
    • Feralidragon's CSMCXExtras package is in with full force. Comes with more performing emitters and a lot of cool stuff!
  • MAP CHANGES
    • Massive retexturing overhaul. Textures provided from Serious Sam BFE, best and most accessible source of Egypt imagery there is, so thanks Croteam!
    • Various additions to the general map geometry.
    • One more [REDACTED FLIGHT DRONE] appears 10 seconds after the first one you encounter is destroyed, Hard/Unreal difficulty only.
    • The Horus pool courtyard has now a special enemy spawn (like most other areas have already) during the second phase of the level.
    • Brutes have been removed, and they're replaced by the map's main Behemoth enemies in the respective difficulties.
    • Various spawnrate/quantity changes to battles that make use of the Spawner System.
    • Changed some of the spawning times for certain enemies in harder difficulties (generally spawning earlier).
    • The pre-Ziggurat battle has now a forcefield which blocks the way down. It only opens up once the miniboss event is triggered.
    • Some items' placements have been shuffled around.
    • Three more secrets added, totaling the count to ten.
    • Made pathing a lot better in the pre-Ziggurat area, especially on the long staircase.
    • The catacomb door that's opened by shooting the hidden button works like this now - you shoot the button, a trigger around that door is unlocked.
    • Various small edits to many translator and player messages. Translator logs on ground also glow now.
    • Various performance tweaks, including the removal of unnecessary decorations and emitters.
  • ITEM CHANGES
    • All Kevlar Suits now have 100 of charge instead of 130.
    • All the Armors you pick up now have 130 of charge instead of 160.
    • ChainSaw changes: swipe deals 220 damage instead of 110, primary fire deals 40 damage per hit rather than 20 per hit. Range boost remains the same.
    • You will now have akimbo Automags at the beginning of the level (higher ROF, same ammo amount). 50% bonus damage when you aim for the head.
    • Quadshot's maximum damage has been beyond doubled.
    • Quadshot's max ammo you can get now is 80 instead of 150, ammo packs give you 8 ammo instead of 15.
    • Quadshot's recharge animation is 75% faster.
    • You now start up with 39 Quadshot ammo instead of 80.
    • Shock Rifle's primary fire now deals 60 damage; it deals 180 damage if you aim at the head or if the enemy is swimming.
    • Shock Rifle's secondary fire travels double the speed and does 90 damage instead of 55.
    • Shock Rifle's combo radius is larger, deals maximum 540 damage but consumes around 8 ammo in total.
    • Pulse Gun does not deal anymore Burned damage, making it good against anyone including the final boss.
    • Pulse Gun's primary fire got 10% even faster. Damage is 30 per orb.
    • Pulse Gun's secondary fire damage-per-tick increased from 72 to 170 (same as SevenB's bolt damage, basically).
    • Ripper's primary fire headshot base damage is 180. Blades are slightly faster.
    • Ripper's secondary fire blades deal 80 damage instead of 34. Blades are faster (faster than the primary fire ones).
    • The special weapon will start out with 300 ammo; accuracy and rate of fire for both firemodes have been increased.
    • Rifle's base damage increased from 45 to 80.
    • Rifle's headshot damage increased from 100 to 240.
    • Rifle's headshot damage now works against the final boss.
    • You start out with 13 Rifle ammo instead of 19.
    • Minigun's random damage tripled.
    • Flak Cannon has been replaced with a new weapon: the Svarog Incinerator. Shoots mini missiles (Exploded damage) and firebombs (Burned damage).
    • Note that the Coop's weapon selection does not change at all, and only the Ripper and Pulse Gun inherit the new changes.
  • PAWN CHANGES
    • Damage resistance effects for enemies are now visible, so you can figure out if your attacks are doing more or less damage or nothing at all.
    • Many of the enemy projectiles do not have a glow anymore, both for performance and visibility purposes.
    • All types of Brutes now deal more damage with melee attacks.
    • Lesser Brutes now have 220 HP instead of 180 and have 20% resistance against "exploded" damagetype.
    • The minimissiles that some Behemoths use deal a bit more damage.
    • The flak Behemoths now shoot two bursts of chunks each time.
    • SK6 Behemoths move much slower.
    • Krall Elites' skin has been modified to employ reddish/orange tattoos in line of the Apep Forces' color coding.
    • Regular Krall bolt is now red and damage has been increased by 1 (from 15 to 16).
    • Elite Krall bolt is now orange and damage has been increased by 1 (from 19 to 20). Seers will make use of this projectile also.
    • Melee damage for all Krall units increased by 10 (30/30/40 for Krall, 38/38/48 for Krall Elites, 45/45/50 for Seers).
    • Krall Seers' melee range has been slightly increased. Note that their melee attacks are indeed faster than normal.
    • Krall Seers have now solely a base health of 580 instead of 400 boosted by the BisBoss property.
    • Krall Seers are no more resistant to Frozen damage. They retain the 75% resistance against Burned damage (e.g. Gasbags and Svarog secondary fire).
    • Time between bolts shot by the Seers has been decreased from 0.2 to 0.125.
    • Skaarj Rogue's melee attack damage values have been increased from 14/30/16 to 30/40/25 (Claw/Lunge/Spin).
    • Skaarj Rogue's projectiles deal 4 more damage, from 20 to 24.
    • Skaarj Overlord's melee damage increased from 20 to 30.
    • The homing fireball that Skaarj Overlords and the final boss use deal 3 damage per ball instead of 2. It can damage on Easy too this way.
    • Vermins (the Slith things) have increased health and are no more resistant to decapitated damage. You'll also fight more than one possibly.
    • [REDACTED LASER PAWN]'s health increased from 280 to 320. Friendly fire scaled down to zero.
    • [REDACTED LASER PAWN]'s laser bolt accuracy dramatically increased.
    • [REDACTED LASER PAWN]'s melee strikes deal 70 damage.
    • [REDACTED ROCKET PAWN]'s health increased from 500 to 800. Friendly fire scaled down to zero.
    • [REDACTED ROCKET PAWN]'s shock rocket damage increased from 50 to 60. Accuracy changed.
    • [REDACTED ROCKET PAWN]'s melee strikes deal 130 damage.
    • [REDACTED SMALL DRONE]'s shooting sound changed to something more appropriate. No more resistant to Burned and Frozen damage.
    • [REDACTED FLIGHT DRONE]'s friendly fire scaled down to zero. The homing rockets tracking allies is here to stay but will do no damage at least.
    • [REDACTED FLIGHT DRONE] takes 25% more damage from "shot" damagetype (i.e. Quadshot) instead of 100%.
    • [REDACTED FLIGHT DRONE] takes 60% less damage from "shredded" damagetype (i.e. Ripper primary blades).
    • [REDACTED FLIGHT DRONE]'s orb streams are quadrupled (32 orbs instead of 8 are being shot now) and are slightly more accurate
    • [REDACTED BEAST]'s friendly fire scaled down to zero.
    • [REDACTED BEAST]'s collision radius slightly decreased.
    • [REDACTED BEAST]'s health decreased from 380 to 280.
    • Rocket speed of the final boss (except third phase) increased.
    • Final boss' firebomb projectiles are faster and deal more damage.
    • Final boss melee damage increased from 50 to 100.
    • Final boss' single Skaarj projectiles deal 8 more damage, from 20 to 28. They also fly slightly faster, and there are 2 more.
    • Final boss now shoots six homing fireball instead of eight.
    • Final boss has his own skin (for all due respect).
    • Fixed a game-breaking bug with the final boss in Coop mode.
    • Final boss will let out loud event sounds after each one of his phases is defeated.

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~ GLORY TO KHUFU ~

Ancient Terran history transcending the Solar System.
An adoration from the outer space, leading to the nascency of a sacred land as an act of respect and zeal.
The Pharaoh is not alive. He may however have discerned the efforts from the afterlife. Or so they think.
Or what else?
No one will know. They are long gone, but
what they've done is everlasting, permanent, imperishable.

- - -
Possibilities of exploration beyond reaches for Terrans have arisen for decades.
So for many others.
It's a virulent race of who gathers the most marvelous technologies lost in the absoluteness of the Universe.
The vanquishers shall open the gates of excessive strength. Then, the new advanced era will impel.

This is one of many tales.


MISSION INFORMATION
In honor of this incoming mission, the ATUM subsidiary team of the Terran forces has been constituted. The specialty of this group is its sole reliance on a one-man army - Damien.

An unknown technology appears to be possibly located in a location of a planet that was once inhabited by a cousin race of the Human one; this is heavily suggested by the general architecture resembling the ancient Egyptian civilization one from Earth. The planet is located in the same galaxy as planet Na Pali.

One of the enemies, Apep's forces, are going there too. No time to waste: pursuing them rapidly and invading the planet before Apep can regroup and coordinate their strategies there in time. The ATUM will cast the "immortal" Damien for to complete the mission.

The mission in question: finding the unknown technology (if it exists) in this location and destroying it, possibly without bringing much harm to the place. Gathering something of interesting is however allowed. If the mission is successful, the Apep forces might be out of the intergalactic game once for all, so the stakes are high.

GENERAL INFORMATION PANEL
► Show Spoiler


Last edited by UBerserker on 21 Mar 2018, 16:55, edited 18 times in total.

radios
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Subject: Re: [UT] COMING SOON

Post Posted: 15 Feb 2018, 03:03

is this a new movie?.

User avatar editor Dave
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Subject: Re: [UT] COMING SOON

Post Posted: 15 Feb 2018, 11:49

I think this thread wants to hype up for whatever he was going for with this: viewtopic.php?p=75411#p75411

Mission accomplished! Moar info please ;)
The Unforchers will come again soon...

User avatar Diego96
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Subject: Re: [UT] COMING SOON

Post Posted: 15 Feb 2018, 15:45

editor Dave wrote:I think this thread wants to hype up for whatever he was going for with this: viewtopic.php?p=75411#p75411

Mission accomplished! Moar info please ;)

DUMBSHIT HYPE
M'nali

UBerserker
Nali Priest Nali Priest
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Subject: Re: [UT] COMING SOON

Post Posted: 15 Feb 2018, 15:55

Diego96 wrote:
editor Dave wrote:I think this thread wants to hype up for whatever he was going for with this: http://www.unrealsp.org/viewtopic.php?p=75411#p75411

Mission accomplished! Moar info please ;)

DUMBSHIT HYPE


The .unr is still named like that at the moment, lmao
Last edited by UBerserker on 25 Feb 2018, 00:18, edited 1 time in total.

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Subject: Re: [UT] COMING SOON

Post Posted: 15 Feb 2018, 20:09

Serious notes aside it's far away from being ready. There are crapload things yet to be done, alongside testing (which will be done under all difficulties, it's a single map).

In the meanwhile go play&comment Hard Crash since it's fun to play as fuck viewtopic.php?f=4&t=4304
Last edited by UBerserker on 25 Feb 2018, 00:18, edited 1 time in total.

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Subject: Re: [UT] COMING SOON

Post Posted: 21 Feb 2018, 23:14

Some update: finally reached testing phase for the map. Has been a massive headache so far because it pushes the engine (not the amount of custom content used but for the particular use of lighting) to the point that in the editor it crashes with lights on. Thanksfully this never seems to happen in-game! The limitations of the engine definitely stink, almost killing all the satisfaction of developing the level.

Since I'd wanted this completed under at least 6 weeks and I'm close to finishing the 4th week so to say I'll probably make a short intro map as well.
Screw that this map doesn't need intro support

Ok fine have some shot


You may have noticed the Minigun having an abnormal amount of ammo.
YES.
The map has a rather more colorful weapon inventory; the Minigun for example can now have up to 800 ammo, does not share ammo with the Automag (which is here your "last resort" weapon) and with the improved scripted pawns the weapon is finally useful and fun to use.
Last edited by UBerserker on 25 Feb 2018, 00:18, edited 1 time in total.

User avatar editor Dave
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Subject: Re: [UT] COMING SOON

Post Posted: 22 Feb 2018, 11:48

I see some Shrakitha influence there, nice!

I have always had to deal with lighting issues and what I noticed is that the editor crashes when a single light actor emits light on too many surfaces at once (so reduce the radius; I have been told that 23 is a safe bet, usually), or when a single surface is lit by too many light actors (so you would have to reduce the overall light actors in some places, or their radii as well). When you move lights without rebuilding lighting, or rebuild new geometry without a lighting rebuild, you might cause one of these two errors as well. I hope you can create a stable map!
The Unforchers will come again soon...

UBerserker
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Subject: Re: [UT] COMING SOON

Post Posted: 22 Feb 2018, 23:05

Beta testing on Easy/Medium successful, Hard/Unreal runs will be done tomorrow. So expect a release Saturday.

Probably as issues go there might be some slowdowns and brushes-becoming-invisible-when-you-look-at-a-certain-angle bugs. The latter is a mainstay annoyance that I got to know since months/years and frankly the engine can go fuck itself in this case. Not like the issue appears right in front of your face - besides they are nowhere near as static HOMs or killer BSP.
Also RMusic_Player is still wonky when it comes to saves/loads on oldskool when the music is stopped, even if the correct gametype is used. EDIT: fixed by letting it play a silent mp3 instead of using AC_STOP.

Few things:
  • Map will make use of the EXU framework for better and more stable actors, advanced pawn orders and lots of quickly available customization (as seen in this thread). Epic's stuff feels obsolete, plus this is also a great test for Waff's ultra-massive EXU system in a non-EXU environment. I didn't even have to use a single MONSTER SPAWNPOINT! NOT EVEN ONE. What a goddamn relief.
  • With what is said above, there will be two DL links: first installation is with the release itself, the entire EXU 7.1 and its side content packaged without its maps and music (those are strictly BI campaign content, unrelated to the main packages) and the general setup files that EXU2 always brings (oldskool, bp4 etc - again thanks Waff for this really good idea); second link is for those who already have v7.1 installed, which is just the map and the content it exclusively uses.
  • The map is tested under EXUOpenGL, which I'm hoping at least everyone is using that one. D3D10 should be fine too. Once again, both drivers are included in the full installation download, and since I'm prudent as fuck, I'll paste in my settings too.

That should be it. The story premise will be slightly expanded on release; even the incoming logo screenshot will be canon to the story.


editor Dave wrote:I see some Shrakitha influence there, nice!


To answer this, I wasn't influenced by Shrakitha at all actually. As Unreal goes I guess the only thing going for it was aiming for a ultra robust single map like TLF and Triamid.
Proper visual inspiration is from Egyptian architecture (generally as seen now, i.e. the ruins, not as they looked in ancient times) and from Serious Sam BFE where devs did an extremely good job recreating current Egyptian temple ruins. You don't need to go full-detail mode with that architecture - and it's also a plot point.
I could potentially add more details but that means adding more light actors and I don't want to risk. Unreal sadly was made for being dark and gloomy with pisspoor sunlight; I'm not sure how much 227 improves on a midday style sunlight but even then I never used the 227 editor and my gameplay ideas were based on the EXU framework, so had to choose the latter. Engine limitations are tilting.

User avatar editor Dave
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Subject: Re: [UT] COMING SOON

Post Posted: 23 Feb 2018, 17:40

Honestly, I was simply referring to that certain lighting technique which probably was first used in Shrakitha. :D Actually, I was thinking about Serious Sam, as well. So, from what I understand, this will rather feel like a regular map than the hyper-scaling of HP and fire power found in EXU. In that case, I will probably play it soon after the release; EXU styled maps need a longer time frame to prepare and finish. ^^
The Unforchers will come again soon...

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Subject: Re: [UT] COMING SOON

Post Posted: 24 Feb 2018, 00:39

Looks like Unreal difficulty extends the map longevity to the point I have to likely postpone the release to Sunday, since besides last few fixes I'll have to cook up a big logo screen a la G59 and a huge re-edit of the main post.
Level quite fucking hype so far, scales drastically well through difficulties from joke level to high-end skill one. I'm clocking almost 3 hours in.

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Subject: [UT] Χέοψ ~Cheope~

Post Posted: 25 Feb 2018, 00:21

MAIN POST FULLY UPDATED WITH ALL INFO YOU NEED
BUT NO DOWNLOAD LINKS YET


Tomorrow at some hours the links will go live.

The story definitely permits more entries. If I'll ever decide to make new maps, they'll all be related to this one.

User avatar SteadZ
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Subject: Re: [UT] Χέοψ ~Cheope~

Post Posted: 25 Feb 2018, 00:38

Holy shit boi, that's a pretty hot title card you got there.

I await release with baited breath :O

.......
SZ
.......
Image
Image

User avatar Diego96
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Subject: Re: [UT] Χέοψ ~Cheope~

Post Posted: 25 Feb 2018, 03:45

Holy crap, whatever new weapons you made I wanna try them. Does it have a new roster of enemies too?
M'nali

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Subject: Re: [UT] Χέοψ ~Cheope~

Post Posted: 25 Feb 2018, 10:57

Having read it needs the EXU framework I had decided to let this one pass-by. However the intro writing makes me wonder whether my decision is a good one or not. I now think it's not so I'm going to give this ago. Just wondering where I'll find the time, oh well, I could skip some more meals and reduce sleeping hours by another 25% \o/

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