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...