================================================================ Title :The Elder God Shrine Version :1.0 Release Date :6/21/00 Files :DM-Q1e4m3.unr Author(s) :David M. Pochron Email Address :dpoch@ticon.net Web Page :http://www.ticon.net/~dpoch/games Description :A conversion (and improvement) to the original Quake 1 single player map. Where to get this map :http://www.planetunreal.com/nalicity Other levels by author :DM-LightsOut (Unreal) Elder God Ruins, BigSpaceGunUp, BigSpaceGunDn (Quake 2) RktArena (Quake 1) Additional Credits to :Sandy Petersen, who created the original Elder God Shrine for Q1 - it turned out to be a great deathmatch map! ================================================================ --- Play Information --- Game :Unreal Tournament Level Name :Elder God Shrine Single Player :No (bots will work well however) Deathmatch :Yes New Sounds :No New Graphics :No NewUnrealScript :No External DLLs :No Recommended players :5-10 Maximum players :16 (after that and you'll start telefragging each other when everyone first enters the map) Known bugs :Bot AI allows bots to use jump boots forever in v.413 and v.420 of UT, which means the bots may get stuck in the room that leads to the graveyard because the boots never run out. However, this is a game issue, not a map issue. Sun looks screwed up in software mode (happens w/ all maps with the sun in a non-black sky in software mode.) Cool features :Definitely check out my stained glass effect from behind the stained glass! Also, check out the nice sunny sky - but only in 32-bit color. (It looks washed out in 16-bit color for some reason.) --- Construction --- Editor(s) used :UT UnrealEd, UnrealEd 2.0 Construction Time :3.5 weeks, plus additional playtesting time. Art Programs used :Debabelizer Pro Dev & Test System :400 Mhz PII, TNT2 3D accellerator Installation ----------------------------------------------------------------------------- Copy the map into the "Map" directory of Unreal Tournament. That's it! Extended description: -------------------------------------- After the fall of Shub-Niggurath, the shrine (built under a volcano) fell into ruins and became a hotly contested landmark for various mining companies since they all wanted to discover the shrine's secrets. (This was the basis of the Quake 2 version, "Elder God Ruins".) After many intense battles, Liandri Corp. was victorious and claimed the ruins for themselves. So pleased were they with the battles that had been fought over the monument, they decided to restore the shrine to its former glory and make it a permanent arena for warriors to test their skills. Rumors have it that the gods are displeased with this arrangement and have sent the spirits of some of the shrine's original caretakers to haunt it.... Author's Notes -------------- This is actually a conversion of a conversion. This map is mostly based off my Quake 2 conversion of E4M3, with most of the new areas which weren't in the original map present to help "open up" the level and make it feel less claustrophobic. As usual, every brush in this map was recreated from scratch since there's no easy way to go from a Quake 2 .map file to an Unreal map file. Also, since everything in the Unreal engine tends to look smaller than in Quake engine games, all the rooms and halls were increased in size by about 16%, and in some cases more. This gives a look and feel that is very similar to the original map, which a straight conversion simply wouldn't do. Although the map feels and looks the same, the play seems to be more intense than it was in the original map. I suspect this is due to the wider variety of close-range weapons in UT, and also because in UT the Rocket Launcher doesn't rule the game as it did in Q1. This map is designed for just about any system. If you have a 3D accellerator you should be able to get decent framerates just about anywhere on the map. It can even be played in software rendering mode without too much slowness, though there are some strange effects with the sun and moon in the sky due to the different way software mode handles translucency. It's recommended you play in 32-bit color as the sky doesn't look so good in 16-bit color. (UT's explosions don't look very good either. I never play in 16-bit color anymore.) The map is fully pathed for bots, and if you can beat 3-4 of them at the "Masterful" level or above, consider yourself a UT deathmatch god! For even tougher bot play, enable the Translocator - they definitely know how to make good use of it! Also note that the bots love to camp. :-) I didn't restore the room in the corner of the map that has the double-raising floor (with the teleporter) to its original self. I couldn't figure out how to get the bots to operate two sets of lifts in order to open the secret teleporter, and bots getting stuck can ruin a map. Furthermore, everyone who has played the original knows the secret and the dual moving floors just seemed to slow down gameplay. All five Quads/Power Amplifiers that were in the original are BACK! Since UT doesn't accumulate Power Amplifier time like Quake 2 I was able to return all of them to the game. Additionally, the Invisibilities are all back, and thanks to the Unreal engine's ability to set custom respawn times for each item in the map, I was able to set a 5 minute respawn time for these, just like they were in the original. (So you won't have a problem with everyone being invisible all the time.) In any case, I'm sure there will still be some who complain about there being too many PA's and Invisibilities. All I can say is the propensity of powerups is one of the things that made the original map distinctive and fun. All of the UT weapons are accounted for in the map, including the Chainsaw (which has been enshrined, because I got such a kick out of fragging players with it in Doom 2. :-) There are some extra Enforcers around, so fans of using the weapon in that manner should have a blast. Tips (don't read if you want to find everything on your own!) ------------------------------------------------------------- Yes, you can get to the Redeemer without having to use the Translocator or Impact jump. There's a set of Jump Boots hidden in the level. The Redeemer isn't going to help you too much in this map, anyhow - The long halls make escaping the Redeemer fairly simple. If you have a Power Amplifier (PA), don't pick up another one unless your plan is to prevent others from getting it. When you pick up a second PA, it doesn't reset the "on" time like in Quake 1. For example if you have 1 second of PA time left and touch another PA, you'll still have only 1 second left before it runs out. The two ledges above the Chainsaw can be jumped across if you time it very carefully. This can be a quick escape from a pursuer, or a way to head someone off who took the long way around. Note that there is another way to jump across the gap without the need of any special items that is easier to do but takes a little longer. However, I'll let you figure it out for yourself. :-) Copyright / Permissions ----------------------- FTP, BBS, and web site operators: You map distribute this level through any electronic network provided you include this file and leave the archive intact. Game server administrators: You may allow users to download the map directly, in which case the text file need not be distributed with it. Compilation distributors: You are free to include this map on compilation CD-ROM/DVD-ROM (henceforth referred to as "distribution media") free of charge or not. This text file must accompany the map on any distribution media, and both must remain unaltered from the way it originally released. Map authors: You are free to modify this map and re-release it, as long as you give it a different name. (It's very annoying to have CRC errors when logging onto a game server because someone makes a different map with the same name!) Proper credit to id Software and myself must be included with the modified map. ---------------------- UNREAL TOURNAMENT (c)1999 Epic Megagames, Inc. All Rights Reserved. Distributed by GT Interactive Software, Inc. under license. UNREAL TOURNAMENT and the UNREAL TOURNAMENT logo are registered trademarks of Epic Megagames, Inc. All other trademarks and trade names are properties of their respective owners.