UT3 NyLeve's Legacy DM/TDM, DOM/DblDOM

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Lord_Porksword

Connoisseur of Bourbon!
Feb 11, 2009
19
0
0
South Australia
NyLeve's Legacy

commingsoon_zpsaca601f8.jpg


"The escaped prisoners have emerged from the crashed Vortex Rikers fighting over the limited supplies salvaged from the crash. The thundering sound of the legendary Ny Leve's Falls dominates their ears as they battle amidst the alien landscape."


Nyleve's Legacy is the second map for my Legacy UT3 mod. The purpose of Legacy is to remake the maps from the original Unreal game but modernize them visually with my style! This map stays somewhat true to the original layout with a few changes to accomodate the Multiplayer gametypes! While the single player variant will come at a later date this Multiplayer release is to finally show my re-visualization publicly so you can play against fellow players or Bots! I know some folk have been waiting a year for this so I'm happy to finally let you play it!



CREDITS/Thanks:

I would like to thank all my fellow modders here at Unreal Old Friends and at Old Unreal for their help, inspiration and support throughout development of this map!

A special thanks goes to mAlkAv!An (UoF) for all his help with materials, models, especially the grass and that superb Nali Hut! Without your help this map would not have turned out the way it has! Cheers M8!

Also thankyou to Achernar (UoF),nELsOn (CBP3) and Nobiax (Deviant Art) for use of their assets! nELsOn's Nali Fruit pickup makes a nice tie-in to the original game!

Huge thanx to Juan Pancho Eekels for creating the original NyLeve's Falls level. I can still remember the first time I emerged from Vortex Rikers into this alien landscape many years ago being filled with wonder and awe!




Features/Notes (before you play!):

My version is roughly 40% bigger than the original map! They layout is somewhat true to the original. One area is missing as it is not required for Multiplayer!!

This map currently comes in DM/TDM and the 2 Domination Gametypes. Domination uses 5 Control Points!! The Single Player variant will come at a later date!!

Original score Dusk Horizon for music! Map also contains custom sounds (from the original game), custom materials, meshes and emitters!

All land based medium health pickups are Nali fruit!

This map is large enough to easily accomodate 32 players! There are LOTS of pickups!!

This map requires a decent PC to sustain good framerates! There has been some optimization but it was intended for modern PC's!

NOTE: It may take a while to load when you first run it!!

There are probably bugs like floating grass etc...I've hopefully eliminated everything that could be gamebreaking!! I am only an amatuer mapper and also a just a puny mortal human!

The Multiplayer variants of this map were originally part of a new UOF MapPack! Hence the UOF4 designation on the map name!! These talented folk are still keeping UT3 alive!

There is still one working lift from the Single Player version functioning on the map! The 'E' key will activate it...if you feel the need to use it!

I'm always looking for a coders and character/weapon moddlers to help the couple of Unreal re-makes in the works. If any coders, moddlers have the time spare to help us out drop me a line here!

Last but not least...please pester Epic to make another Single Player Unreal game! Preferably taking us back to Na Pali!!

Feedback welcome!!

-=-=-=-=-=-=-=-

DOWNLOAD LINKS:

DM/TDM: MediaFire

DOM/DblDOM: MediaFire

Vortex Rikers remake (if you haven't played it) here: Unreal Old Friends Download: MediaFire


If anyone else decides to host these files let me know so I can add any links here! Please also refer back to this thread!!
-=-=-=-=-=-=-=-

Video:
Domination Gameplay:
[M]http://www.youtube.com/watch?v=CKKzI-FmkVA[/M]
Other gameplay vids are on my channel!

Screenshots:
Fin04_zpsf1c5143d.jpg


Fin06_zpsd14a3250.jpg


Fin02_zps4450d3c3.jpg


Enjoy!!
 

Leo(T.C.K.)

I did something m0tarded and now I have read only access! :(
May 14, 2006
4,794
36
48
Where is the Vortex release thread then? I only see this one.
I can't try it atm, no space for UT3 etc. But don't mind me saying that it doesn't feel too much like NyLeve from the screenshots, the layout maybe but not the general looks and it looks a bit overdone, the trees packed together like that and the lighting and bloom doesn't really fit it imo. The cave is the only part I find better, even though its probably changed in layout the most.
I know that you probably expect responses like "omg awesome" etc, but that's not me, I am frank when it comes to criticism, but that is just my opinion. It doesn't mean that you wasted your work and I would try to play it if I had ut3 installed, believe me. I have generally a bit of different idea what Unreal is about. I saw few of those unreal sequel threads around too and I cringe at the thoughts/ideas of many people there. I have a more thought out idea what Unreal 3 should be if it was ever released (or if some miracle I would get to be part of it). It doesn't need to be on Na Pali, I don't know what is it with people trying to squeeze everything there again. Unreal != Na Pali
I think many fans look at the game from the outer cover perspective or they reference "as-mothership" too often, when they should absolutely ignore it, since it was something that was just thought up probbaly by the level designer itself. It isn't too bad given the time frame ut2004 was quickly made in, BUT also it conflicts with some established events/ideas. I always said that there was no indication that humans didn't meet skaarj before Na Pali. And it was more or less confirmed by the unreal novels/beta material too, at least Inuit knew about them for a while. In Unreal it's a bit vague, but that's because they ditched the player backstory and let you be the player yourself, without having any real background anymore or why you are there. I think in the end it was right decision to do it, but for expansions/sequels there was lots of Inuit background unexplained, ISV Kran is just a science vessel perhaps, but that doesn't mean Inuit Corporation is a science company and there was meant to be at least the
stealth cruisers involved too. In UPAK they kinda replaced Inuit with UMS instead, probably for the more military approach and aside few references in UT we hardly heard about Inuit ever more in anything that was actually released.
I think if real Unreal 3 was gonna be made and I won't explain this in details because someone could steal the entire story I have in mind :p.
But if it was made, it should be separate story, perhaps involving Inuit at the beginning. For example the player would work for them under a surveilance ship going to explore something they want to get their hands off, not only tarydium but something else they've tracked down (i won't say what even though I actually have something specific in mind). And it would be revealed during intro or so that the player in the end is perhaps part of some rebel group and trying to sabotage what they are doing. During this he/she would be found and at that point the game would switch to non intro and would take gameplay on. I know that doesn't sound much unrealish but let me continue. That would be just the introduction, like vortex rikers was in original Unreal. You would need to escape and shoot some guards on the way and perhaps even destroying some of their experiments. It could be done similar way to the alien resurrection game in the beginning. But this kind of beginning would also have deeper meaning, a sort of
saying goodbye to the modern gaming cliches/linearity and you would have no chance but to escape to the planet they were heading to/observing, where the real game would start off. It could even be a homeworld of Krall or who knows what or a completely different planet, but from there on it would be more and more Unreal and more and more exploration. Some weapons would return, some would vanish but the core would be there, and it would also be more gritty but not the overdone "dudebro" way, should keep it believable and realistic still. In the end there was even more Unreal to Unreal2 than some people realized, for example in the weapons, but yes it's been obscured/hidden so well in the end. The vulcan flamethrower in Unreal2 was actually based on concept for the orginal unreal and the firing modes would be the same. Even the izarian weapon, in the end it is a mixture of ASMD/Impaler (its primary fire at least and general apperance of the weapon and it being staff, Impaler was a skaarj hunting staff btw).
Gameplay, dodging would return, but there would be also more moves, just like in Unreal2 or lunge/slide move. You may shout bulletstorm or something like that but the idea is older than that. In the end lots of weapons in bulletstorm are also based on Unreal, quadshot for example (and yes the weapon did work at one point so the story saying it was never finished is not all that true, but it was the only weapon that was kept as leftover/placeholder thorought later unreal develeopement for some reason but its actually one if the first weapons they coded), the name "peacemaker" is used for one weapon even though the weapon is not similar. Then there was I believe some weapon to pump enemies with and then explode, that also was the original stinger functionality/concept and it works that way still even in the unreal novels where they often shoot a tarydium crystal into something/someone and then explode it later. Lots of ideas recycled after all.
But you would also see player hands for example when being hurt or when falling etc, for more realism, but not to obscure gameplay fully like some modern games do. Not everything in the intro escape would also be staticly scripted, some events would happen more dynamically, also change from the linear stuff and even bulletstorm mind you (never played but watched enough). Dynamic day/night cycle on the planet and events surrounding it would be also requirement (and it was planned for original Unreal too, mind you).
 

Lord_Porksword

Connoisseur of Bourbon!
Feb 11, 2009
19
0
0
South Australia
Thanks for the constructive response Leo.
As specified I've remade both maps into how I imagine they could look like with UT3 visuals. What I invision is not everyones cup of tea but I enjoyed making it and if others enjoy playing it then that's an added bonus!
 

Leo(T.C.K.)

I did something m0tarded and now I have read only access! :(
May 14, 2006
4,794
36
48
I just saw the VR screenshots as well, I think the VR looks better than your NyLeve remake, I think on the outdoor areas you need to work a bit more to be more believable, but outdoor areas are always bitch, I am not good in them either.
 

Lord_Porksword

Connoisseur of Bourbon!
Feb 11, 2009
19
0
0
South Australia
Here's a vid showing the Vortex Rikers map!
[M]http://www.youtube.com/watch?v=xDZv3RG_mgw[/M]

Yeah outdoor areas can be a pain but I like how it turned out. It's different enough to feel 'other wordly', in my eyes.
Here's a vid from an earlier version that's a bit less hectic than the MP gameplay vids.
[M]http://www.youtube.com/watch?v=ztDrr15iM8g[/M]
 

Leo(T.C.K.)

I did something m0tarded and now I have read only access! :(
May 14, 2006
4,794
36
48
I can't watch youtube stuff, if you'd give me the video file or converted i could download that instead. If you have dropbox you can pm me links to download but it's not possible for me to watch youtube videos.
Thanks.
When I want to watch something there these days i always need to ask someone first and it sucks.
 
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Leo(T.C.K.)

I did something m0tarded and now I have read only access! :(
May 14, 2006
4,794
36
48
One thing that makes me not really like the outdoor area in the NyLeve remake is the fact that there is too much vegetation. If you saw one of those early unreal previews, i believe i even put up the gamestar magazine preview of it on youtube when i still could do that..
that version of nyleve has no grass at all, it's all burned up basically as consequence of the crash, but it's more realistic, there are some trees/plants but that's it. Unless it had time to regrow and everything there shouldn't be that much vegetation. Besides the trees look way too much like on earth. But really I think it's a bit too overdecorated there at the outside area, the cave feels natural/believable but I still can't shake my feeling about the outside area.
 

Lord_Porksword

Connoisseur of Bourbon!
Feb 11, 2009
19
0
0
South Australia
Good to see folk still playing DOM out there DarkSonny! I've tried to play the DOM version of this with my two sons but it keeps erroring out. :( I much prefer this as a DOM map over TDM.

@Leo,
Yeah, I should have thought about it more in terms of realism regarding a scrub fire resulting from the crash...but I enjoyed myself too much playing with vegetation.
mAlkAv!An has created some fine looking assets which I can't help but want to use!
Can't let reality get in the way of art M8! [insert cheeky grin here]

I'm not too concened about over-decoration as I like stuff with lots of detail. Probably doesn't help anyone with a slower PC but ahh well. I've always made my maps to my own PC specs and personal artistic tastes and this is another example.

A big thanks to all the mappers, out there, for their inspiration. I look at what the other UOF mappers are working on and what you guys do here and it inspires creativity within me to keep going. [looks over at evilmrfranks current WIP]
 

SkaarjMaster

enemy of time
Sep 1, 2000
4,872
11
38
Sarasota, FL
just rename the fruitpickup file and be done with the file conflict issues!

EDIT: The files (fruitpickup.upk and HealingFruit.u) are used with 3 maps that I know of. I can run all three using the files dated 12-19-10 that now come with CTF-CBP3-Andhera and DM-CBP3-Suraj; use these for DM-Phera and this map will run also. That's all I know about this issue.
 
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