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High-visibility Unreal deathmatch arena featuring dynamic moving walkways and heavy Meshuggah-inspired sound loops

High-visibility Unreal deathmatch arena featuring dynamic moving walkways and heavy Meshuggah-inspired sound loops

Vote: (10 votes)

Created: 1999-08-23

MD5: ab3c53fb9215f1687e1e27c5c67edb48

Size: 1.6 MB

Vote

(10 votes)

Created

1999-08-23

MD5

ab3c53fb9215f1687e1e27c5c67edb48

Size

1.6 MB

This is a pseudo-arena type level offering high visibility and dynamic-mover action as well as some crunchy sound loops from Meshuggah.

================================================================

Title : DMMeshuggah

Version : 1.2

Release Date : 04.09.99

Filename : DMMeshuggah.zip

Author : Septimus6

Email Address : [email protected]

Web Page : http://www.geocities.com/timessquare/galaxy/1470/index.html

Description : Multi Player Unreal Map

Where to get this map : Good question

Other levels by author : DMSealedOff

DMSealedSE

DMmegatherion

Additional Credits to : Meshuggah, of course, for the crunchy loops. BUY THEIR CDs!

================================================================

--- Play Information ---

Game : Unreal

Level Name : Meshuggah (optimized for Botmatch)

Single Player : No

Cooperative : No

Deathmatch : Yes

Dark Match : No

New Sounds : Yes

New Graphics : No

Known bugs : Only human-sized players supported

Rec. # plyrs : 3-8

--- Construction ---

Editor(s) used : UnrealEd 2.20

Base : New level

Construction Time : permutated

Installation

------------

Unzip the the files and place the DMMeshuggah.unr file in the \Unreal\maps directory, and

the meshuggah.uax file in the sounds directory.

Author's Notes

--------------

This is a pseudo-arena type level offering high visibility and dynamic-mover action as well as some crunchy sound loops from Meshuggah.

I tried this out with several different geometries, but right angles (yawn) prevailed as far as speed was concerned (what with the loops and all those damn movers). This map has a very dynamic element with the moving walkways changing so often, nothing like knocking the floor out from under someone.

Large-skinned bots (Skytroopers, etc.) will not make it out of the starting gates. This obviously sucks if you prefer to use them, but Unreal has them thrown in by default. Just configure individual bots and switch the two or three big guys out. Sorry, I didn't intend to make a map that discriminated, it was just an architectural deficiency on my part.

Sometimes if you're hauling ass at the eight-balls the sounds just won't trigger. Nothing seems to have helped this.

The cheat I used for the jumpers is glaringly obvious, and at first I was pissed off because it seemed a choice between floating on the ceiling and bouncing down into a spattering heap each time, but after having actually played it this way it got real interesting - it's excellent for sniping but totally exposed.

The weapon placement isn't what I wanted, but the bots just wouldn't quite behave without moving everything around. I made my own hell - it was a sheer bitch getting the bots around this level.

Anyway, that's it for my humble fourth offering. Hope you enjoy.

SPECIAL THANKS TO MESHUGGAH

Copyright / Permissions

-----------------------

This level is copyrighted by Matthew Brammer 1999.

Authors may NOT use this level as a base to build additional levels.

You are NOT allowed to commercially exploit this level, i.e. put it on a CD

or any other electronic medium that is sold for money without my explicit

permission!

You MAY distribute this UNR through any electronic network (internet,

FIDO, local BBS etc.), provided you include this file and leave the archive

and credits intact.

----------------------

UNREAL (c)1998 Epic Megagames, Inc. All Rights Reserved. Distributed by

GT Software, Inc. under license. UNREAL and the UNREAL logo are registered

trademarks of Epic Megagames, Inc. All other trademarks and trade names are

properties of their respective owners.