SKIRMISH IN LOST ATLANTIS
map title: Skirmish In Lost
Atlanris
release date: 02/17/2k+2
author(s): Vasileios Papadimitriou a.k.a. Cdr A. Killer
e-mail address: akiller@hol.gr
web address:
http://users.hol.gr/~akiller/
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filename: DM-SAtlantis3+E.zip
map description: UT DM/TDM/LMS map
difficulty settings: for bots
new graphics/sounds/music/script: enhanced textures, new textures
+ models of mine , music from Unreal (UTemple.umx)
special brushes: none
construction tool: UnrealEDitor 2.00
construction time: 2 months
base: new level from scratch
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To play this map you'll have to install UTemple.umx from Unreal to UT's \Music directory. Also do not forget to install ScolumnAtl.u and SufosmpleAtl to UT's \System directory. If you have downloaded the umod edition, you don't have to worry about that.
I got into a killing spree while debugging this map, however you'll notice that bots sometimes get stuck in some particular places. Do not bother, they are still there to kill you. HOMs are hard to spot in case any of them survived the debugging. Hope you liked the map layout, the skybox, and the easter eggs!
*You will also need the following packages in order to run the map properly:
Textures (UTX):
Botpack, Detail, Editor, Engine, eol, FlareFX, genfluid, GenIn,
LadrArrow, LavaFX, RainFX, ShaneDay, SkyCity, StarShip, UBrowser,
UMenu, UnrealI, UnrealShare, UTMenu.
Sounds (UAX):
AmbAncient, AmbModern, AmbOutside, Announcer, BossVoice, Botpack,
DoorsAnc, Female1Voice, Female2Voice, Laddersounds, Male1Voice,
Male2Voice, rain, UMenu, UnrealI, UnrealShare, UTMenu.
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MASSIVE deathmatch map and I mean it. Load
it with 16 players at least. Team DM is good with 32. Less
players do a good gameplay but frag points rise slowly. I mean,
it's a really enormous map. It's an ancient temple complex
situated in lost Atlantis. Weather is pretty wet out there and
the sounds of the falling rain and the far thunders breaks the
silence of this long forgotten place. Well, until you start the
rocket mayhem, that's for sure.
There are many rooms, each one featuring its attraction. For
example, the small yard where the rl is lying has small canals
transferring rainwater away, and two signs on two of the walls.
The throne room has the throne (obviously), two entrances/exits,
a telecanal, a teleporter, a central teleporter, many columns
around it and the U-Damage. Each room is unique and can be easily
remembered.
All rooms are connected with long corridors, most of which have
stairs. Also, they are dark most of times (especially the Heta
corridor that leads to the throne room) but they do what they are
meant to do: keep the flow running. The map has only two
dead-ends.
Lighting is... grey. This "dead" atmosphere shows that
this place is frozen in time. Forgotten, erased, lost, who
knows... Coloured lighting is very rare and where it exists it is
blueish. There are some places with fog and of course the dynamic
of the thunder fx.
Bots play excellent. When I finished the map they sucked cos they
could not move from the one half of the map to the other (you may
notice that the throne room is the upper part of the map while
the sewers are the lower). Then I decided to enhance some
corridors and voila! Now bots go everywhere. They even reach the
secret place. Of course they still get stuck in a couple of
corners but not as much as before. The key is the flow. They run,
they play, they kill.
Almost ALL weapons and powerups (chainsaw, jumpboots out) are
here for you. Much ammo to use. Nuff said.
Bugs are absent. If it is to spot a HOM, you will have to stand
in a particular point at a particular angle. But even then, I
could not find any. What's so special about it? Well, examine the
architecture (especially that of that atrium-like temple with the
teleporter and the pulse gun) and you'll see why the map is so
great.
Finaly, there are some special features, not counting the
architecture and the thematology. A small secret room with the
shieldbelt and some ammo (bots go for it), an epic place (VERY
SPECIAL: you'll know you're there when you look above your head),
something about the skybox, magical flares floating on the air,
and the corridor with the collapsed wall has a triggered event
which works only once as it is activated by the first player who
passes near there.
PLEASE SEND ME FEEDBACK. I REALLY WANT TO KNOW YOUR OPINION ABOUT THIS MAP. THANK YOU!
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OTHER LEVELS BY AUTHOR (SORTED BY DAY OF DEVELOPING):
DOOM2_Entryway (SP level)
AS-KingoftheHill
DOM-GoreJungle
DM-MMI_July
DM-MMI_July NoFog version
DM-Morfbias
DOM-feuereisundTNT
CTF-Norad
AS-DDayOfTheOverlord
AS-Achtung v1.01
DM-SkaarjanPeak (This one has a special triggerlight property!)
DOM_Blackwindfireandsteel (Special MANOWAR music sample!!)
DM-WAD_Arena][
CTF-Swampy (real time non-stop day-night cycles!!!)
DM-WAD_BFGspaz
DM-WAD_Frozen
DM-WAD_Boxing
DM-WAD_Prison
DM-WAD_Fragem
DM-WAD_D2pod1
DM-WAD_Bludbath
DOM-SacredGarden
and still developing...
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Please do NOT alter
my work in any way without asking me first. Thank you.
This map is the intellectual property of Vasileios Papadimitriou
aka Cdr A.Killer , c2001, and is subject to all applicable
copyright laws.
You may distribute the original .zip file freely by any means, as
long as its contents remain intact.
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. Unreal Tournament (c)1999 Epic Megagames, Inc. All Rights Reserved. Distributed by GT Software, Inc. under license. Unreal Tournament and the Unreal Tournament logo are registeredtrademarks of Epic Megagames, Inc. All other trademarks and trade names are properties of their respective owners.
3+E )-(
soon...