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The Maelstrom: League Edition
Public Release #2 · June 18, 2001

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Title:

The Maelstrom League Edition

 
 

Filenames:

CTF-Maelstrom-LE102.unr (.uz)

 
 

Version:

1.00

 
 

Original Author:

Peter "MiliMeter" Tew

 
 

LE Author:

Michael "Larathiel" Darnell

 
 

E-Mail:

Larathiel@ogl.org

 
 

Website:

http://avalon.unrealcenter.com

 
 

Other Work:

Elven Princess FCommando skin,
CTF-Face-LE,
CTF-NovemberCE105,
CTF-Terra-LE,
CTF-Command-LE,
DM-MoonGoddess,
CTF-RimeIsle

 
 
 
     
 

Installation:

 
 

Everyone

Copy CTF-Maelstrom-LE102.unr to your UnrealTournament\Maps directory.
Unless you are a server admin you will not need the *.UZ file and can discard it (see following comment).

Server Admins

If you run your own UZ http redirects, copy CTF-Maelstrom-LE102.unr.uz to your UZ download directory. Regular players will not need this file.

 
     
 

Concept:

 
 

One of my fellow Online Gaming League admins approached me to ask if I could correct an error in the map. There was a problem with the central wall where a player on one team could feign death and drop the flag through the wall to the other side. Apparently, this was such a severe problem that it warranted the map being removed from competition.

Thinking that I had only to correct that one minor glitch, I accepted the job.

However as I got to working on it, I noticed an imbalance here and there and before I knew it, I had decided simply to make the map architecture truly symmetrical and to give this fun but drab level a make over! I even read a couple reviews on the map and decided to see if I couldn't improve on some points that reviewers had noted.

IMO, the result is an artistically and technically polished version of an already great map. I hope that you enjoy it! 

--

Larathiel the Death Elf
UT CTF 3 vs. 3 Admin,
UT CTF 2 vs. 2 Admin &
UT Map Consultant, OGL
ProUnreal.com Map Consultant
Avalon: Isle of the Unreal

 
     
 

Version History:

 
 

Below are the changes that differentiate The Maelstrom League Edition from The Maelstrom:

1.02

  • The extreme frame-rate hits that GeForce users were experiencing should be fixed. This seems to have been a problem with the flames used along the hallways and the dynamic lighting effects in the bases.

  • Removed the marble ledges above and below the murals on the flag pedestal. In addition to decreasing the poly count, this prevents the flag from being dropped in hard to reach places in InstaGib. The lower lower bevel can still be stood upon, but the flag now falls to the ground if dropped.

  • Used more precise zone portals to decrease poly counts.

  • Fixed the arches under the armor ledge so that they are all the same width. The central pillar also reaches the ground now.

  • The bases' hallways have been rebuilt from scratch so that they are of a uniform width throughout. This was necessary due to the lighting changes that were necessary. Illumination is now provided by a few flames that are positioned and scaled to minimize fps hits.

  • Rebuilt the underground hallways to make the corners the same width as the straight-aways. This also helps the bots to navigate the level more easily.

  • Improved the bot-pathing and implemented alternate paths.

  • Rebuilt the large outside boulders to correct some BSP anomalies and decrease poly counts.

1.00 (public release #1, January 13, 2001)

  • Flag drop error in the center wall is fixed.

  • The center wall is now equidistant from both bases and it's central arch is now aligned in the middle of the two bases' exits. It has also been retextured and thigh pads replace the sniper rifle.

  • Entrances to the underground area are now equidistant from the entrances of both bases and the rock formations are now symmetrical and equally spaced compared to their stairwells. There are five health vials atop the boulders.

  • I completely rebuilt the underground chamber from scratch! The brushes are now a lot cleaner, the central walkway is dipped in the center (to make the water more of a hazard), healing fruit replace the health packs, there are glowing purple stalactites, the dripping sound can no longer be heard above ground, the bot path is fixed and all the wall textures have been precisely aligned for a much cleaner look.

  • Outside, the cliff walls and the skybox have been rebuilt from scratch for both a lower poly count and fewer BSP problem with the new sniper rooms. New lighting was applied to enhance the feel of the new crescent moon and ambient sound effects were added to help flesh out the level. Again, Nali Fruits replace the central health packs.

  • A grove of trees has been added opposite the boulders on each side of the map. Inside this grove is a one way teleporter that leads to a sniper's nest above each bases' entrance. Each sniper nest contains a rifle and two rifle shells 

  • Fixed the lighting on all the flames throughout the level and added sound effects and coronas -- those dark silent flames always got to me.

  • In the flag bases, I added an arched ceiling, fixed the center pillar, added another light to the center pillar, added a broader top to the row of arches, created shrines to the crucified Nali and the Nali goddess (blue and red respectively), completely retextured the bases, hallways and stairs and, and... Well you get the idea.

  • Reverb sounds can now be heard in both bases and the underground chamber.

  • My Trademark -- location strings: R/B base, r/b entrance, outside, underground, r/b flak tunnel, r/b sniper loft.

  • L33t custom screenshot graphic for the Server Browser. :-)

  • And probably some more stuff that I can't remember..

 
     
 

Acknowledgements:

 
 

I would like to thank:

  • MiliMeter for making the original level and giving me permission to make this one.

  • OGL Instagib CTF Admin 420Killa for bringing the flag drop bug to my attention.

 
     
 

Copyright / Permission:

 
 

The Maelstrom (original) is copyright Peter Tew 2000.

All new features in The Maelstrom League Edition are copyright Michael Darnell 2001.

Authors may not NOT use this level as a base to build additional levels.

You are not allowed to commercially exploit this level, i.e. put it on a CD or any other electronic medium that is sold for money without my explicit permission! This includes putting it on ftp.cdrom.com which have a tendancy to do just as such or any other major ftp that bundles cd-roms out of what they carry.

You may distribute this level through any electronic network (Internet, FIDO, local BBS etc.), provided you include this file with the archive.


Unreal Tournament (c) 1999 and UNREAL (c)1998 Epic Megagames, Inc. All Rights Reserved. Distributed by GT Interactive Software, Inc. under license. UNREAL and the UNREAL logo are registered trademarks of Epic Megagames, Inc. All other trademarks and trade names are properties of their respective owners.

 
     
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