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The Maelstrom: League Edition
Public
Release #2 · June 18, 2001
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Title:
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The Maelstrom League Edition |
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Filenames:
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CTF-Maelstrom-LE102.unr (.uz) |
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Version:
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1.00 |
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Original Author:
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Peter "MiliMeter" Tew |
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LE Author:
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Michael "Larathiel" Darnell |
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E-Mail:
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Larathiel@ogl.org |
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Website:
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http://avalon.unrealcenter.com |
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Other Work:
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Elven Princess FCommando skin, CTF-Face-LE, CTF-NovemberCE105, CTF-Terra-LE,
CTF-Command-LE, DM-MoonGoddess,
CTF-RimeIsle |
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Installation:
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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. |
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Concept:
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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!
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Version History:
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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..
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Acknowledgements:
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I would like to thank:
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Copyright / Permission:
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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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top
of page ^^ |
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All
your base are belong to us! |
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