Advertisement
Guest User

Unreal Enhanced Edition design doc

a guest
Jul 7th, 2012
266
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
  1. =======================================================
  2. Design Docs of Unreal: Enhanced Edition
  3. =======================================================
  4.  
  5. 1. Summary
  6. ----------
  7.  
  8. Unreal: Enhanced Edition's assumptions are simple: to upgrade
  9. the existing Original Campaign as well as Return to Na Pali
  10. with 227-specific features, add some of the features that were
  11. cut from the game during development (like the big machine room
  12. from Vortex Rikers, or the two trap rooms from Velora Temple),
  13. but also fix geometry bugs if any, or add coop fixes if any
  14. are needed, or lastly, check the texture alignment so that
  15. the textures do not display reversed or otherwise wrong
  16. when utilizing the retexturing project works -- all this will
  17. be done with keeping the edition faithful to the original game.
  18.  
  19. It will not overwrite the current batch of maps, they will
  20. naturally be saved under different filenames, such as:
  21. 01-Vortex227, 02-NyLeve227 and so on.
  22.  
  23. Currently interested in this to happen, are: GreatEmerald,
  24. KillerSkaarj, Hellkeeper and Delacroix. If you are also interested
  25. and believe you have the skill required, then it means we need you.
  26.  
  27. 2. Planned Changes and additions
  28. --------------------------------
  29.  
  30. 01-Vortex227
  31.  
  32. Restorations from the February 1998 press beta:
  33.  
  34. - a fog/smoke layer at the cell block floor.
  35. - a computer panel with "Access Permitted" sound next to the lift.
  36. - more blood & gore in the sickbay.
  37. - the big machine room just before the skaarj-behind-doors scene.
  38.  
  39. Retexturing Project compatibility fixes:
  40.  
  41. - some of the computer displays and/or keyboards seem to be reversed or cut.
  42.  
  43. 227-specific additions:
  44.  
  45. - a fog/smoke layer at the cell block floor should now be possible.
  46. - particle effects et al on all those computer screens and walls.
  47. - decorations to static meshes.
  48. - I wonder if the emitter system supports more realistic glass shatter effect?
  49. - add a "force field shut down" effect when you spawn
  50. - all textures should use footstep sounds throughout all maps
  51. - all zones should now have EAX/EFX configured
  52. - add footprints after exiting water puddles/pools/anything
  53. - all water should now use FluidSurfaces instead
  54.  
  55. Construction fixes:
  56.  
  57. - parts of the level can be converted into static meshes.
  58.  
  59. Online play fixes:
  60.  
  61. - bot pathing!
  62.  
  63. 02-NyLeve227
  64.  
  65. Restorations from the February 1998 press beta:
  66.  
  67. - we COULD add the small hut from the beta next to the house with
  68. the automag next to it and move the automag into there.
  69. - we could add a small waterfall to the small water place next to
  70. the said hut.
  71. - readd Warlord deleted scene! (was in a different build)
  72.  
  73. 227-specific additions:
  74.  
  75. - fancy effects to the waterfall (or waterfalls!)
  76. - decorations to static meshes.
  77. - all textures should use footstep sounds throughout all maps
  78. - all zones should now have EAX/EFX configured
  79. - add footprints after exiting water puddles/pools/anything
  80. - grass
  81. - higher quality plants
  82. - sunlight
  83. - all water should now use FluidSurfaces instead
  84.  
  85. Construction fixes:
  86.  
  87. - enlarge/rework Vortex Rikers model, FFS!
  88.  
  89. Online play fixes:
  90.  
  91. - bot pathing, again!
  92.  
  93. 03-Dig227
  94.  
  95. Restorations from the February 1998 press beta:
  96.  
  97. - merge Dig with Dug and readd the shortcut plus the lava secrets
  98. - the boiler room area from beta's FHub1 should be restored after the Dug section
  99. - add ventshaft above the forcefielded door (Dig section)
  100.  
  101. 227-specific additions:
  102.  
  103. - fancy effects to the forcefields & panels
  104. - decorations to static meshes.
  105. - all textures should use footstep sounds throughout all maps
  106. - all zones should now have EAX/EFX configured
  107. - add footprints after exiting lava areas (you can walk on lava w/asbestos suit, no?)
  108. - all water should now use FluidSurfaces instead
  109. - wind effect near the turbines, so people would see where the wind zones are
  110. - particle effects for lava bursts
  111. - redo beam emitters
  112. - the place with falling chunks into lava, that needs some nice dust emitters
  113.  
  114. Construction fixes:
  115.  
  116. - cave with armor should be more realistic, now it's just a cube
  117. - make cave walls more realistic
  118.  
  119. Online play fixes:
  120.  
  121. - bot pathing, again!
  122. - enlarge the minecarts and add an activation panel on them
  123.  
  124. Gameplay:
  125.  
  126. - move the Nali next to the lava bridge #2 to the lava bridge #1 so that you can pass by him
  127. and whack the brutes first.
  128. - on the single Skaarj ambush, make the exit blockers higher so people couldn't cheat their
  129. way out and add a ventilation duct as a point of entry for him.
  130.  
  131. 04-Passage227
  132.  
  133. 227-specific additions:
  134.  
  135. - decorations to static meshes.
  136. - all textures should use footstep sounds throughout all maps
  137. - all zones should now have EAX/EFX configured
  138. - add footprints after exiting water puddles/pools/anything
  139. - grass
  140. - higher quality plants
  141. - sunlight
  142. - all water should now use FluidSurfaces instead
  143. - The pool with water should now be a fully-fledged Dynamic Water Zone
  144. - filling up water should have particles
  145.  
  146. Construction fixes:
  147.  
  148. - BSP hole where the secret Superhealth is
  149.  
  150. 05-Chizra227
  151.  
  152. Restorations from the February 1998 press beta:
  153.  
  154. - join with Ceremony
  155. - the first pool is more complex
  156. - add squids on the ends of the water corridors
  157. under the eightball room
  158. - ceremony section -- add squids next to levers
  159. - readd palms to the big river/lake room
  160.  
  161. 227-specific additions:
  162.  
  163. - decorations to static meshes.
  164. - all textures should use footstep sounds throughout all maps
  165. - all zones should now have EAX/EFX configured
  166. - add footprints after exiting water puddles/pools/anything
  167. - higher quality plants
  168. - sunlight from holes in ceiling in various places
  169. - all water should now use FluidSurfaces instead
  170. - add PhysX to the wooden platform at the beginning (Dot's PhysX mod)
  171. - add particles to smoke from the Grapple and to all the torches.
  172. - the fountain with the superhealth needs to get particles
  173. - And that water pool in the beginning, just after you ride the spinning
  174. lift, isn't it supposed to be a fountain? Add particles.
  175.  
  176. 06-Dark227
  177.  
  178. 227-specific additions:
  179.  
  180. - decorations to static meshes.
  181. - all textures should use footstep sounds throughout all maps
  182. - all zones should now have EAX/EFX configured
  183. - add footprints after exiting water puddles/pools/anything
  184. - grass
  185. - higher quality plants
  186. - sunlight
  187. - particles to smoke and lava fx and torches
  188. - smoke from candles
  189. - dust & fog fx in dungeon
  190. - fixed skybox detail
  191.  
  192. Gameplay:
  193.  
  194. - secret: place a hint inside a diary next to a Nali corpse.
  195. Always could add one, there's enough cells to do that.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement