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Fantasy Unreal

Discussion in 'Unreal' started by Leo(T.C.K.), Sep 11, 2017.

  1. Leo(T.C.K.)

    Leo(T.C.K.) Well-Known Member

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    Okay, this has been on my mind for a while. I hate to say it, but there is a serious lack of Fantasy themed mods/tcs for Unreal. There is something for UT, sure.

    But Unreal almost completely lacks this, despite "almost" starting as a fantasy game, that is halfway through 1995 they were shaping it into one.

    I take a look in Quake and there is a rather forgotten TC called Fantasy Quake: The Rise Of Phoenix

    What this is is like something between the Heretic/Hexen series, even using textures/sounds from the first two games and can be seen as somewhat of an alternative to Hexen 2.

    It has more classes than Hexen 2 although the gameplay is a little more choppy and clunky and this is most definitely still a mod and not a game, but a good mod anyway.

    The main mapper for this, Tim Jerwis, went on to actually make levels for Heretic 2 (aka the spinoff game, despite featuring the main char from Heretic or claiming to) and Wheel of Time, both heavy on fantasy themes.

    While the TC didn't have a real professional polish and features a number of bugs, it does have some really cool things, like you can wear your shield alongside some weapons, you hear your armor as you walk, you have to stand motionless for some weapons to reload, you can refill oil in your lantern as opposed to having to pick it up anew.

    So overall, it has some rather "novative" things.

    Now, that mod was tuned for Quake and you can see many of the enemy models were still based on the Quake ones but modified.

    But what about Fantasy Unreal? Hell, it could even feature Kew's maps again if those from illhaven 2012 but changed up, were to be used, or those two maps that he cut etc etc.

    Furthermore, it could feature a lot of elements from when Unreal was to be Fantasy game and we have an almost complete "pitch" for that from 1995 found in TimNotes.txt, one of the versions at least.

    Fantasy Quake also featured upradable melee weapons and same story is with Unreal originally. Also please let's keep "ungod" as a replacement for Unreal difficulty. No really that was the original name for it as stated in that file I mentioned.

    But don't worry, that difficulty is not gonna feature David Haselhoff like one other thing I posted in 2014, to make a whole new game called "UnGod".

    Hell, have it go have a lot of Castlevania influence, have multiple classes/characters like Castlevania 3 had. It would be great really. So good.
     
  2. MakeMeUnreal

    MakeMeUnreal Member

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    What 'bout an Unreal alpha remake? With winged horses, Nelsians, Minotaurs and stuff like that?
     
  3. Leo(T.C.K.)

    Leo(T.C.K.) Well-Known Member

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    The problem is, unlike say Unreal PSX as a whole, there's too much missing content. Of course that can be made and I hinted towards that, but Fantasy Unreal could use the Unreal Alpha assets as such.
    The thing is, it wouldn't be exactly like Fantasy Quake but could be like a followup to the idea. But still making it firmly Unreal grounded, that is grounded indeed in the early alpha stuff and the document I mentioned.
    Things have changed since the ideas in the document, even in the September 1995 version things are a little bit different than planned, and slowly they were introducing sci fi elements (not yet seen in the content, but already seen in the story outline from alpha help file) and somewhere in December they made BigMan (his oldest skin not in any of the recovered alphas unfortunately, same with the more modern and full wizard skin with the face mask), based on the datestamps of the old bigman mesh found in the mesh tools.
    So late 1995 to early 1996 it was going to be, mostly a fantasy game but with you starting out in a crashed ship and exploring mostly a fantasy world with mostly fantasy weapons and some human weapons found from the ship like a shotgun. Please note that the earliest recovered quadshot mesh had completely different UV maps so back then it wasn't even quadshot. Again, a missing period from all the recoveries.

    So with all that stuff missing, it's better imo to go for the mid-1995 approach which was really all fantasy unreal, no shotguns, just a dungeon and dragons inspired game with multiple classes, ability to play as monsters with different huds, upgradable weapons and all that.

    It doesn't have to have a pistol shotgun and rocketlauncher to kick ass. Hence why this idea could very well fit into "Fantasy Unreal" mod.

    We don't want a clone of Fantasy Quake, it's just an inspiration and that was indeed emphasising on the fantasy side of Quake fully. With Unreal its easier thanks to that document.

    So all medieval/magic weapons just like in Heretic Hexen Castlevania Wheel of Time etc or indeed Fantasy Quake (which had also a single late/post medieval weapon due to the pirate theme being present but w/e).
     

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