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- =======================================================
- Design Docs of Unreal: Enhanced Edition
- =======================================================
- 1. Summary
- ----------
- Unreal: Enhanced Edition's assumptions are simple: to upgrade
- the existing Original Campaign as well as Return to Na Pali
- with 227-specific features, add some of the features that were
- cut from the game during development (like the big machine room
- from Vortex Rikers, or the two trap rooms from Velora Temple),
- but also fix geometry bugs if any, or add coop fixes if any
- are needed, or lastly, check the texture alignment so that
- the textures do not display reversed or otherwise wrong
- when utilizing the retexturing project works -- all this will
- be done with keeping the edition faithful to the original game.
- It will not overwrite the current batch of maps, they will
- naturally be saved under different filenames, such as:
- 01-Vortex227, 02-NyLeve227 and so on.
- Currently interested in this to happen, are: GreatEmerald,
- KillerSkaarj, Hellkeeper and Delacroix. If you are also interested
- and believe you have the skill required, then it means we need you.
- 2. Planned Changes and additions
- --------------------------------
- 01-Vortex227
- Restorations from the February 1998 press beta:
- - a fog/smoke layer at the cell block floor.
- - a computer panel with "Access Permitted" sound next to the lift.
- - more blood & gore in the sickbay.
- - the big machine room just before the skaarj-behind-doors scene.
- Retexturing Project compatibility fixes:
- - some of the computer displays and/or keyboards seem to be reversed or cut.
- 227-specific additions:
- - a fog/smoke layer at the cell block floor should now be possible.
- - particle effects et al on all those computer screens and walls.
- - decorations to static meshes.
- - I wonder if the emitter system supports more realistic glass shatter effect?
- - add a "force field shut down" effect when you spawn
- - all textures should use footstep sounds throughout all maps
- - all zones should now have EAX/EFX configured
- - add footprints after exiting water puddles/pools/anything
- - all water should now use FluidSurfaces instead
- Construction fixes:
- - parts of the level can be converted into static meshes.
- Online play fixes:
- - bot pathing!
- 02-NyLeve227
- Restorations from the February 1998 press beta:
- - we COULD add the small hut from the beta next to the house with
- the automag next to it and move the automag into there.
- - we could add a small waterfall to the small water place next to
- the said hut.
- - readd Warlord deleted scene! (was in a different build)
- 227-specific additions:
- - fancy effects to the waterfall (or waterfalls!)
- - decorations to static meshes.
- - all textures should use footstep sounds throughout all maps
- - all zones should now have EAX/EFX configured
- - add footprints after exiting water puddles/pools/anything
- - grass
- - higher quality plants
- - sunlight
- - all water should now use FluidSurfaces instead
- Construction fixes:
- - enlarge/rework Vortex Rikers model, FFS!
- Online play fixes:
- - bot pathing, again!
- 03-Dig227
- Restorations from the February 1998 press beta:
- - merge Dig with Dug and readd the shortcut plus the lava secrets
- - the boiler room area from beta's FHub1 should be restored after the Dug section
- - add ventshaft above the forcefielded door (Dig section)
- 227-specific additions:
- - fancy effects to the forcefields & panels
- - decorations to static meshes.
- - all textures should use footstep sounds throughout all maps
- - all zones should now have EAX/EFX configured
- - add footprints after exiting lava areas (you can walk on lava w/asbestos suit, no?)
- - all water should now use FluidSurfaces instead
- - wind effect near the turbines, so people would see where the wind zones are
- - particle effects for lava bursts
- - redo beam emitters
- - the place with falling chunks into lava, that needs some nice dust emitters
- Construction fixes:
- - cave with armor should be more realistic, now it's just a cube
- - make cave walls more realistic
- Online play fixes:
- - bot pathing, again!
- - enlarge the minecarts and add an activation panel on them
- Gameplay:
- - move the Nali next to the lava bridge #2 to the lava bridge #1 so that you can pass by him
- and whack the brutes first.
- - on the single Skaarj ambush, make the exit blockers higher so people couldn't cheat their
- way out and add a ventilation duct as a point of entry for him.
- 04-Passage227
- 227-specific additions:
- - decorations to static meshes.
- - all textures should use footstep sounds throughout all maps
- - all zones should now have EAX/EFX configured
- - add footprints after exiting water puddles/pools/anything
- - grass
- - higher quality plants
- - sunlight
- - all water should now use FluidSurfaces instead
- - The pool with water should now be a fully-fledged Dynamic Water Zone
- - filling up water should have particles
- Construction fixes:
- - BSP hole where the secret Superhealth is
- 05-Chizra227
- Restorations from the February 1998 press beta:
- - join with Ceremony
- - the first pool is more complex
- - add squids on the ends of the water corridors
- under the eightball room
- - ceremony section -- add squids next to levers
- - readd palms to the big river/lake room
- 227-specific additions:
- - decorations to static meshes.
- - all textures should use footstep sounds throughout all maps
- - all zones should now have EAX/EFX configured
- - add footprints after exiting water puddles/pools/anything
- - higher quality plants
- - sunlight from holes in ceiling in various places
- - all water should now use FluidSurfaces instead
- - add PhysX to the wooden platform at the beginning (Dot's PhysX mod)
- - add particles to smoke from the Grapple and to all the torches.
- - the fountain with the superhealth needs to get particles
- - And that water pool in the beginning, just after you ride the spinning
- lift, isn't it supposed to be a fountain? Add particles.
- 06-Dark227
- 227-specific additions:
- - decorations to static meshes.
- - all textures should use footstep sounds throughout all maps
- - all zones should now have EAX/EFX configured
- - add footprints after exiting water puddles/pools/anything
- - grass
- - higher quality plants
- - sunlight
- - particles to smoke and lava fx and torches
- - smoke from candles
- - dust & fog fx in dungeon
- - fixed skybox detail
- Gameplay:
- - secret: place a hint inside a diary next to a Nali corpse.
- Always could add one, there's enough cells to do that.
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