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Some documents need to be translated from russian

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Leo T_C_K
OldUnreal Member
Posts: 3854
Joined: Sat Aug 27, 2005 6:24 pm

Some documents need to be translated from russian

Post by Leo T_C_K »

UPSX_P3

This is what I received from Elya, it was sent to him back then and written in Russian language so he can understand it better.

I ran it through google translator, not perfect but still.

Here is a snippet of one of the design docs, ran through a google translator:
PLOT / SCENARIO GAME

You Jack Odei and your partner Fay Kraleks - hunters sent by the corporation to the wreck of the prison ship Vortex Raykers. Mission: To capture all the escaped prisoners, seize three AI (artificial intelligence), which are also on board, and escape from the planet via the gravitational lift on one of the satellites, where you will take the ship.

You and your partner get to the ship, but he has already captured Skaardzhi. You are in captivity, one of you must die - Fay decided to die instead of you.

You go on a mission, you find the AI, which remained only one. After talking with Hari, the representative of the corporation, you follow his advice-implantiruesh AI itself in the eye, because it is the only chance to survive without a partner. You and the AI (Iris) is a team - between levels is sufficient to close my eyes, to discuss with Iris happening.

Categories of levels:
There are four categories of difficulty levels.
ATMOS --
RIDDLE --
Action --
VOLTAGE --

Each of the 24 game levels are severely restricted by one of these 4 types. Careful and gradual change of these types from level to level can make the plot as a whole playable and interesting for the player.

In order to define and focus the design of each level, it should be constructed in accordance with one key point, which would classify it as one of 4 types. Usually 2 or 3 key points, but in this game is supposed to have them 24.

ATMOS pace - slow. Size - large. Emotions - awe.
Levels ATMOS like many Unreal / PC levels - geographically vast, scattered, usually external space, with a strong sense of location.

There are several common mechanisms that are predominantly used in the ATMOS levels:
1. "Omens": the place where you want to go (the elevator, out the door), you can see, but can not immediately get to them.
2. "Light hints": the moving wall is a little different from others, etc.
3. "Symmetric hints": all elements of the same, but one of them violates the symmetry.
4. "Conventional riddle": based on the overall planning, there must be a hidden room - and they really are!

RIDDLE temp - average. Size - small-medium. Emotions - solving problems.
These levels should contain simple catchy riddle. Almost always, they must be related to the physical features of surrounding things such as: What was created this place? What connects the various parts of the level? How are your special skills or perspectives allow you to bypass the obvious limitations?

The game will be a new class of puzzles - puzzles compound. For example, you find an implant-gun: you can shoot implant in people, and then you can control it - to switch on its review, to make him turn the switch, etc.

This allows you to have a mystery involving your location in two places: two switches, a remote switch, temporarily opening the door and so on. Or you can use the implant-gun as a trap - to force the guard to move away from the door. Or it could be a suicide mission - to bring into the room exploding bomb. Or you can make a person turn the switch, which you yourself can not get it, etc. Action Temp - fast. Size - medium. Emotions - aggression.
In Action levels provided a lot of opponents, moments must be based on traps and traps. If the passage of these levels, the player does not jump, adrenaline and even if he does not panic, it means that the cost to alter the levels from scratch.

So, before you start planning, is to answer the following questions:
1. How should ustaivat panic and where?
2. What weapons should be available to the player?
3. What are the tricks and elements can be included in the level to give it identity?

VOLTAGE pace - slow. Size - medium. Emotions - fear.
At these levels, the player should doubt or fear the consequences of their actions. He must carefully avoid the district, trying not to disturb the enemy.

It is rather a state which level should compel the player to perceive, to survive. The voltage levels - a more psychological warfare than anything else.

Typical tricks:
1. "Surprise" - the enemy comes out right in front of you.
2. "Devil in the pack" - the enemy appears under your nose, "nowhere".
3. "He is back" - the enemy silently materialized behind you.
4. "Poisoned bait" - in front of you there is something good, but it is only a trick.
5. "The falling floor - the floor under your feet falls.
Episode 0. Preface.
(1). Horrordek. Type - Action. Size - medium. Locality - interior.
Jack talks to his uncle Hari Odei, which allowed Jack to work for a corporation. Level was planned in order to determine suitability for the role of Jack Hunter to participate in this mission. No enemies.

Episode 1. On the surface of the planet.
(1). Nali village. Type - ATMOS. Size - large. Locality - outer space.
Jack and Faye land on the planet and sent to the village of Nali, which show them the way to the prison ship Vortex Raykers through the cave under the waterfall.

(2). Inside the Vortex. Type - Action / Trap. Size - medium. Terrain - the interior of the spacecraft.
Jack and Faye get to the prison ship, which is captured Skaardzhi, and find the AI. Fay first falls into the trap Skaardzhi, but Jack can not leave. As soon as he reaches out, with associated Hari, who persuades Jack to implant itself the only remaining AI.

(3). Deadly duel with Iris. Type - Action. Size - small. Locality - interior.
Jack has to fight with Iris, to prove that he is a worthy partner.

(4). Again Nali village. Type - voltage. Size - medium. Terrain - space Nali village.
Jack is chosen from the ship and returned to the village Nali. During his absence, the village was destroyed and burned Skaardzhi. Wandering through the village of Jack again and again falls into the trap Skaardzhi. Exit to the ship on which Jack has landed, was also destroyed, so the only way out of the village - through the rock.

(5). Power plants. Type - RIDDLE. Size - large. The terrain - rocks.
Jack travels through the power among the rocks, there is no easy way out. Here, Jack finds an implant-gun, with which he solves the puzzle and gets to the exit.

(6). Temple Nali. Type - ATMOS. Size - large. The area - the space of the temple.
Jack travels through the open space to the temple dedicated to the memory of the heroes of Unreal / PC. In order to reach the temple, he needs to solve several mysteries.

(7). Deadly duel with Nali. Type - Action. Size - small. Locality - the interior of the temple Nali.
Jack has to fight with a holographic image of the hero Unreal / PC, created Nali, in order to prove that he is worthy of worship Nali. Once he wins, Nali tell him about the evil god Skaardzhi - fight.

(8). Fortress Skaardzhi. Type - voltage. Size - large. Locality - space fortress Skaardzhi.
Fortress should look strong, but coarse and strong inside. Fortifications seem improvised, layered, randomly scattered.
Jack finds a way out of the fortress, hidden behind the image of a person with glowing eyes.

Episode 2. Underground world Skaardzhi.
(1). Technical Complex. Type - RIDDLE. Size - medium. Locality - Nali cave, technical interior.
Jack enters the cave Nali, which lead down, gradually turning into a mechanical jungle. Here Jack first meets the technology-human slave Skaardzhi. He has to use an implant-gun to force the vehicle deactivate the door.

(2). Cathedral of stalactites. Type - ATMOS. Size - large. Locality - the interior of the caves Skaardzhi.
Path down between the rough walls of the tunnel poorly lit. Jack reaches the cliff, near which we hear strange sounds, after a while there was an explosion (when Jack was standing too close, he dies). Opens out in the first underground area Skaardzhi: a huge natural cave with an impressive building in the center, reminiscent of the cathedral. Log - in the center under it, carefully guarded.

(3). Pilgrim. Type - NPRYAZHENIE. Size - medium. Terrain - the interior of the caves Skaardzhi / Corporation.
Inside this quaint cathedral Jack has to make its way through the swirling spiral of dimly lit rooms, connected by walkways. Rooms are filled with strange rock fragments and bizarre energy devices. All this was built the ancient race of beings on this planet, a journey to the top of this building was Pilgrim's Progress.
At the top of Jack falls into the circular room in the center of which are semi taridiumnye columns of prisoners inside them AI. The columns are shown images of human eyes. Iris said that it is impossible to extract from the AI taridiuma, you need to fight with them. Jack is faced with the image and enters the world of AI, to fight and win.

(4). Deadly duel with the AI. Type - Action / Trap. Size - small. Locality - abstract interior.
Level - a risky trap. Clash of the AI to fight not passed unnoticed: the feeling remains that the ancient alien culture has invaded their world, but then disappeared. The bodies were AI fluorescent labels which can trace their mestonahozhdneie.

(5). Mousetrap. Type - ATMOS. Size - large. Terrain - the interior of the caves Skaardzhi / Corporation.
Jack returns to the room with columns, which are about to explode, he has to leave as soon as possible so as not to perish. Jack once again descends on the way he runs into the abandoned artifacts of the corporation, which allows Iris gradually restored picture.
Soon, Jack gets into a room with another taridiumnoy column, which shows an alien eye. Iris tells Jack not to approach the convoy, because he believes that it is a trap to fight. Jack has a choice: if he comes to the column, he dies, if not, it continues its mission.
Jack looks around - turns out that he was at an impasse, he rests on a massive stone wall, but the top of the roof is a holographic projector - if it is broken, then the wall disappears. Behind the wall is a vast field of force, hiding the secret laboratory of the corporation. Target Jack - to pass through this field. The easiest way - is to seize control of the corporation as a technician with an implant-gun and force him off the field.
(6). Backroom. Type - RIDDLE. Size - medium. Locality - Interior Laboratory Corporation.
Here, Jack and Iris are aware that the corporation involved in everything that happened. This laboratory was built around an ancient space ship to fight, crashed thousands of years ago, and now returned to life: all around on the screens glowing image of the ship, imprinted in the stone of the planet.
Target Jack - to overcome the resistance of the corporation and down through the lab to the ship. When Jack reaches the door, he notices that the ship illuminated by golden lights.

(7). Ancient spaceship. Type - voltage. Size - medium. Locality - Interior alien spacecraft.
Interior of the spacecraft prichudliv - located inside the ancient world of robots to fight, the surface covered with fluorescent patterns. The usual rules of connectivity at this level do not apply - there may be used teleports and portals.
Jack finally finds to fight - the alien AI, concluded in taridiumnuyu column with the image of the eye.

(8). Deadly duel with the fight. Type - Action. Size - small. Locality - alien quaint interior.
To some extent, Jack was prepared for what he sees, but was struck foreignness of this place. Body tear was dark, covered with fluorescent markings, which floated around him, creating the effect of plasma-field. The walls are covered by pulsing brown mucus, invulnerable, but reacting to attacks.
After the battle Iris dies.

(9). Crater Gow. Type - RIDDLE. Size-Medium-large. Locality - the inner space of the caves, and external - the crater.
Jack leaves the scene of the battle to fight and forcing its way through the cave and transitions to the elevator. From the ground it falls just at the bottom of a huge crater. Looking up, Jack sees the construction, suspended above the center of the crater. Inside the building, and is a gravity lift - the whole task is to get there.

(10). Gravity lift. Type - Action. Size - medium. Terrain - Technical Interior corporation.
As a result of heavy fighting, Jack finally takes control over the gravity lift and sent to the satellite, from where it must take shuttle.

Episode 3. Home.
(1). Landed. Type - ATMOS. Size - small. Locality - outer / inner space.
Jack is in a small transparent dome of one of the satellites of the planet, all of which he regards here, turns into dust.
Gradually, the sky darkens, hear alarms. Jack looks up and sees that the ship Skaardzhi going to land directly over the dome, where Jack is.
Landing ship is accompanied by an earthquake, behind Jack opened tunnels. Jack starts to fight with Skaardzhi that poured from the ship, but then realized that would have to leave.

(2). Tunnels. Type - Action. Size - large. Terrain - the space of the caves / tombs.
Jack enters the tunnels and caves, passing under the dome. In Skaardzhi, mersenariev and people they are full of strange creatures, which also have to fight. In the end, Jack gets to the engineering area.
It was built by the ancestors of Nali, which spent all their forces in a small space flight. Centuries ago, a small group of atheists separated from religious Nali and built a colony on the planet's moon. And when they came Skaardzhi, they moved their colony under the surface of the planet. Unlike the Nali, these aggressive and warlike.
On the way Jack sees Nali built the spacecraft.
Finally, Jack finds a way out to the surface at a distance from the ship Skaardzhi.

(3). The Waste Land. Type - voltage. Size - large. Locality - barren space.
Jack cautiously made his way across the barren space of the planet, trying to use an implant-gun wherever possible, to minimize its own risk and increase loss Skaardzhi.
Jack reaches the ship, coming on board and closes the door behind him, perhaps it is blocked?

(+4). Zone spacecraft number 1. Type - ATMOS. Size - medium. Locality - the interior of the spacecraft Skaardzhi / corporation.
Jack made his way through the first dangerous area of the spacecraft. He goes to the center of the ship, where the first dock, but the door leading to the document, rose before him. He has to go round - through the hexagonal hallway next compartment - terrarium.

(+5). Terrarium. Type - RIDDLE. Size - small. Locality - interior terrarium spacecraft.
Jack vsterchaet his partner Fay, which, as he thought he was dead. He has to fight with her, whereupon he learns that she is a cyborg, so she was able to escape from the trap.
Then he once again must fight with Faye (to increase the chances he has to turn the system of moisture, then it will move slower).

(+6). Zone spacecraft number 3. Type - voltage. Size - medium. Locality - the interior of the spacecraft Skaardzhi / corporation.
Jack travels through another corridor to the 3 hexagonal zone. Along the way he needs to wear a suit with the symbol Skaardzhi corporations - he finally realizes that they are the corporation.
Jack gets to the door leading to the control center, where he met with Hari, which reports that the tear was alive inside the Iris and activates the AI.

(7). The last fatal duel. Type - Action. Size - small. Locality - alien quaint interior.
Jack fights with Iris, the skin is darkened and covered with fluorescent markings to fight. Once he wins, Iris turns into a fight, which again need to fight. After the final victory of Iris returns to normal.

(8). Control Center. Type - RIDDLE. Size - small. Locality - the interior of the spacecraft Skaardzhi / corporation.
Returning to the control center, Jack finds there is Hari. Jack must use an implant-gun and make Hari pass scanning eyes. Later, Jack runs a program of self-destruction and teleports with Hari in the rocket Nali, fly away.
Jack makes Hari put on a suit and throws it into the open space, and himself, along with Iris goes to deal with unfinished business.
Last edited by Leo T_C_K on Tue Mar 23, 2010 8:02 am, edited 1 time in total.
User avatar
Marzanna
OldUnreal Member
Posts: 446
Joined: Fri Feb 15, 2008 5:47 pm

Re: Some documents need to be translated from russian

Post by Marzanna »

I've edited translation. I don't think that translation is perfect(because my English isn't very good), but at least it's better than automatic translation. I'll add other parts soon.
PLOT / THE GAME SCENARIO

You are Jack Odey and your partner Fay Kralex – hunters sent by corporation to a wreck place of prison ship Vorteks Rikers. Mission: to catch all escaped prisoners, to capture three AI(artificial intellect) which are on board too, and escape from planet using gravitational elevator to one of satellites, whence you will be taken away by the ship.

You and your partner reached the ship, but it was already captured by Skaarj. You in a captivity, one of you should die – Fay decided to die instead of you. (Fay is female - Skaarj[ZR])

You continued mission, found AI which is only one remained. After conversation with Khari, the representative of corporation, you followed his advice - implant AI into your eye since it's unique chance to survive without the partner. You and AI (Iris) became a team – between levels, it's enough to close eyes to discuss with Iris thing which are happening.

Level categories:
There are four difficulty level categories.
ATMOS – (ATMOSPHERIC? - Skaarj[ZR])
RIDDLE –
ACTION –
TENSION – (PRESSURE - Skaarj[ZR])

Each of 24 levels of game is rigidly limited to one of these 4 types. Careful and gradual changing of these types from level to level allows to make a plot as a whole playable and interesting for player.

To define and focus design of each level, it should be constructed according to one key point that would allow to classify it to one of 4 types. Usually there are 2 or 3 key points, but in this game it is supposed to have 24.

ATMOS tempo - slow. Size - large. Emotions - awe.
ATMOS levels like many Unreal/PC levels - geographically vast, scattered, usually external areas, with a strong sense of location.

There are several common mechanisms that are predominantly used in the ATMOS levels:
1. "Omens": places where you should go (the elevator, exit, door), you can see them, but can not immediately get to them.
2. "Light hints": moving wall is a little different from others, etc.
3. "Symmetric hints": all elements are same, but one of them violates the symmetry.
4. "Usual riddles": based on the overall planning, there should be hidden rooms - and they really are!

RIDDLE tempo - medium. Size - small-medium. Emotions - solving problems.
These levels should contain simple catchy riddles. Almost always, they should be related to the physical features of surrounding things such as: For what this place was created? What connects various parts of level? How are your special skills or perspectives allow you to bypass obvious limitations?

A new class of puzzles will be presented in game - puzzles compound. For example, you find an implant-gun: you can shoot implant in people, and then you can control him - switch to his view, make him turn switch, etc.

This allows to have riddles, providing your location in two places at the same time: two switches, a remote switch, temporarily opening a door and so on. Or you can use the implant-gun as a trap - to force guard move away from the door. Or it could be a suicide mission - bring exploding bomb into room. Or you can make a person turn a switch, which you can't reach, etc.

ACTION Tempo - fast. Size - medium. Emotions - aggression.
In ACTION levels huge amount of opponents is provided, noticeable moments should be based on traps and dangers. If while walking through these levels, player's adrenaline level won't jump and player won't panic at least once, it means that it's necessary to make levels from scratch.

So, before you start planning, it's necessary to answer following questions:
1. How to make panic and where?
2. What weapons should be available to player?
3. What tricks and elements can be included in level to give it an originality?

TENSION  Tempo - slow. Size - medium. Emotions - fear.
At these levels, player should doubt or fear the consequences of his actions. He must carefully walk through area, trying not to disturb enemies.

It is rather a state which level should compel the player to perceive, to survive. TENSION levels are more psychological warfare than anything else.

Typical tricks:
1. "Surprises" - enemy comes out right in front of you.
2. "Devil from box" - enemy appears under your nose, "from nowhere".
3. "He is behind" - the enemy silently materialized behind you.
4. "Poisoned bait" - in front of you there is something good, but it is only a trick.
5. "Falling floor - floor under your feet falls.

Episode 0. Preface.
(1). Horrordeck. Type - ACTION. Size - medium. Locality - interior.
Jack talks to his uncle Khari Odey, which allowed Jack to work for corporation. Level was planned in order to determine Jack's suitability for the role of hunter to participate in this mission. No enemies.

Episode 1. On the surface of the planet.
(1). Nali village. Type - ATMOS. Size - large. Locality - outside area.
Jack and Fay land on the planet and go to Nali village, which show them way to the prison ship Vortex Rikers through cave under waterfall.

(2). Inside Vortex. Type - ACTION/Trap. Size - medium. Locality - spaceship interior.
Jack and Fay get to the prison ship, which is captured by Skaarj, and find the AI. Fay first gets into Skaarj trap, but Jack fails to run away. As soon as he reaches exit, Khari communicates with him, who persuades Jack to implant himself only one remaining AI.

(3). Deadly duel with Iris. Type - ACTION. Size - small. Locality - interior.
Jack has to fight with Iris, to prove that he is a worthy partner.

(4). Again Nali village. Type - TENSION. Size - medium. Locality - Nali village area.
Jack gets out from the ship and returns to the Nali village. During his absence, the village was destroyed and burned by Skaarj. Wandering through the village Jack again and again falls into the Skaarj traps. Exit to the ship on which Jack has landed, was also destroyed, so the only one way out of the village - through mountains.

(5). Power plant. Type - RIDDLE. Size - large. Locality - mountains.
Jack travels through the power plant among the rocks, there is no easy way out. Here, Jack finds an implant-gun, with which he solves the puzzle and gets to the exit.

(6). Nali Temple. Type - ATMOS. Size - large. Locality - temple area.
Jack travels through open area to the temple dedicated to the memory of the heroes Unreal/PC heroes. In order to reach the temple, he needs to solve several riddles.

(7). Deadly duel with Nali. Type - ACTION. Size - small. Locality - Nali temple interior.
Jack has to fight with a holographic image of Unreal/PC hero, created by Nali, in order to prove that he is worthy of Nali honoring. Once he wins, Nali tells him about evil Skaarj god - Jrath(Drath in original text - Skaarj[ZR]).

(8). Skaarj fortress. Type - TENSION. Size - large. Locality - Skaarj fortress area.
Fortress should look strong, but coarse and close inside. Fortifications seem improvised, layered, randomly scattered.
Jack finds a way out of the fortress, hidden behind an image of a person with glowing eyes.

Episode 2. Skaarj underground world.
(1). Technical complex. Type - RIDDLE. Size - medium. Locality - Nali caves, technical interior.
Jack gets into Nali caves, which lead down, gradually turning into a mechanical jungle. Here Jack first meets human technician - Skaarj slave. He has to use implant-gun to make technician deactivate door.

(2). Cathedral of stalactites. Type - ATMOS. Size - large. Locality - Skaarj caves interior.
Down path between rough walls of tunnel poorly lit. Jack reaches cliff, near which he hears strange sounds, after a while explosion happens(if Jack was standing too close, he dies). Exit to first Skaarj underground area opens: a huge natural cave with an impressive building in the center, reminiscent cathedral. Entrance - in the center under it, carefully guarded.

(3). Pilgrims' journey. Type - TENSION. Size - medium. Locality - the interior of the caves Skaarj/Corporation caves interior.
Inside this quaint cathedral Jack has to make his way through the swirling spiral of dimly lit rooms, connected by walkways. Rooms are filled with strange rock fragments and bizarre energy devices. All this was built by ancient race, which were living on this planet, journey to the top of this building was pilgrims' journey.
At the top, Jack falls into circular room, in the center of it semi-transparent taridium columns with AI's trapped inside them are placed. Images of human eyes are drawn on columns. Iris says that it's impossible to extract AI from taridium, you need to fight with them. Jack stands in front of image and enters into AI's world to fight and win.

(4). Deadly duel with the AI. Type - ACTION/Trap. Size - small. Locality - abstract interior.
Level - a risky trap. Clash of AI and Jrath not passed unnoticed: the feeling that the ancient alien culture has invaded into their world remains, but then disappeared. Fluorescent labels were on AI's bodies which can trace their location.

(5). Mousetrap. Type - ATMOS. Size - large. Locality - Skaarj/Corporation caves interior.
Jack returns to the room with columns, which are about to explode, he has to leave as soon as possible, what not to perish. Jack goes downstairs again, on the way he finds abandoned artifacts of corporation, which allow Iris gradually restored picture.
Soon, Jack gets into a room with another taridium column, on which alien eye is drawn. Iris tells Jack not to approach the column, because she believes that it is a Jrath's trap. Jack has a choice: if he comes to the column, he dies, if not, he continues his mission.
Jack looks around - it appears that he is in deadlock, he rests on a massive stone wall, but there is the a holographic projector on the top, under roof - if it is broken, then the wall disappears. Behind the wall is a vast forcefield, hiding the secret laboratory of the corporation. Jack's aim - to pass through this field. The easiest way - is to seize control of the corporation's technician with an implant-gun and force him to turn the field off.

(6). Secret laboratory. Type - RIDDLE. Size - medium. Locality - Corporation's laboratory interior.
Here, Jack and Iris are aware that the corporation involved in everything that happened. This laboratory was built around Jrath's ancient space ship, crashed thousands of years ago, and now returned to life: image of the ship glowing on monitors all around, imprinted in the stone of the planet.
Jack's aim - to overcome the resistance of the corporation and go downstairs through the lab to the ship. When Jack reaches door, he notices that the ship illuminated by golden projectors.

(7). Ancient spaceship. Type - TENSION. Size - medium. Locality - Alien spacecraft interior.
Interior of the spacecraft is weird - there are ancient robots from Jratt's world inside, surfaces covered with fluorescent patterns. The usual rules of connectivity at this level do not apply - there teleports and portals may be used.
Jack finally finds Jrath - the alien AI, prisoned in taridium column with the image of an eye.

(8). Deadly duel with Jrath. Type - ACTION. Size - small. Locality - alien weird interior.
In some degree, Jack was prepared for what he will see, but was struck foreignness of this place. Jrath's body appeared dark, covered with fluorescent markings, which were floating around him, creating the effect of plasma-field. Walls are covered by pulsing brown mucus, invulnerable, but reacting to attacks.
After the battle Iris dies.

(9). Gow crater. Type - RIDDLE. Size-Medium-large. Locality - the inner space of the caves, and external - the crater.
Jack leaves scene of the battle with Jrath and forcing himself a way through the cave and transitions to the elevator. From underground he gets just at the bottom of a huge crater. Looking up, Jack notices the construction, hanged above the center of the crater. Inside the building, is a gravitational elevator - the whole task is to get there.

(10). Gravitational elevator. Type - ACTION. Size - medium. Locality - Corporation's technical interior.
As a result of heavy fighting, Jack finally takes control over the gravitational elevator and travels to the satellite, from where shuttle should take him.

Episode 3. Home.
(1). Landing. Type - ATMOS. Size - small. Locality - outer/inner area.
Jack appears in a small transparent dome of one of planet's satellites, all he touches here, turns into dust.
Gradually, the sky darkens, alarms are heard. Jack looks up and sees that Skaarj ship is going to land directly above the dome, where Jack is.
Ship landing is accompanied by earthquake, tunnels are beginning to open behind Jack. Jack starts to fight with Skaarjs that poured from the ship, but then realizes that he has to leave.

(2). Tunnels. Type - ACTION. Size - large. Locality - caves/tombs area.
Jack gets to the tunnels and caves, passing under the dome. Except Skaarjs, Mercenaries and people they are full of strange creatures, which also have to fight. In the end, Jack gets to the engineering area.
It was built by Nali ancestors, which spent all their forces in a small space flight. Centuries ago, a small group of atheists separated from religious Nali and built a colony on the planet's moon. And when Skaarj came, they moved their colony under the surface of the planet. Unlike the Nali, they are aggressive and warlike.
On the way Jack sees spacecraft built by Nali.
Finally, Jack finds a way out to the surface at a distance from Skaarj ship.

(3). The Waste Land. Type - TENSION. Size - large. Locality - barren areas.
Jack cautiously made his way across the barren areas of the planet, trying to use an implant-gun wherever possible, to minimize his own risk and increase Skaarj losses.
Jack reaches the ship, comes on board and closes the door behind him, perhaps it should be blocked?

(+4). Spacecraft zone [ch8470]1. Type - ATMOS. Size - medium. Locality - Skaarj/corporation spacecraft interior.
Jack makes his way through first dangerous area of the spacecraft. He goes to the center of the ship, where first dock is, but door leading to the dock, closes in front of him. He has to go round - through the hexagonal hallway of next compartment - terrarium.

(+5). Terrarium. Type - RIDDLE. Size - small. Locality - interior of spacecraft terrarium.
Jack meets his partner Fay, which, as he thought, was dead. He has to fight with her, whereupon he learns that she is a cyborg, so she was able to escape from the trap.
Then he once again must fight with Fay(to increase his chances he has to turn the system of moisture, then she will move slower).

(+6). Spacecraft zone [ch8470]3. Type - TENSION. Size - medium. Locality - Skaarj/corporation spacecraft interior.
Jack travels through another hexagonal corridor to 3rd zone. Along the way he needs to wear Skaarj suit with the symbol of corporation - he finally realizes that they are the corporation.
Jack gets to the door leading to the control center, where he met with Khari, which reports that Jrath is alive inside Iris and activates AI.

(7). The last fatal duel. Type - ACTION. Size - small. Locality - alien weird interior.
Jack fights with Iris, her skin is darkened and covered with Jrath fluorescent markings. Once he wins, Iris turns into Jrath, which again need to fight with. After the final victory, Iris returns to normal condition.

(8). Control Center. Type - RIDDLE. Size - small. Locality - Skaarj/corporation spacecraft interior.
Returned to control center, Jack finds Khari there. Jack must use an implant-gun and make Khari pass eyes scanning. Later, Jack runs program of self-destruction and teleports with Khari in Nali rocket, fly away.
Jack makes Khari put on a suit and throws him into outer space, and himself, along with Iris goes to deal with unfinished business.

The task:
Given game uses structures, music and sound effects from original one, but levels should be less difficult and focused on one player(the majority of original levels are focused on few players). The reason is that Play Station has strong less memory, therefore requirements to editing strongly more strict.

It is required to make:
1. Construct section 1 of Skaarj spaceship;
2. Construct section 3 of Skaarj spaceship;
3. Construct spaceship control center.

- Skaarj[ZR]

1 - section 1
2 - section 2(terrarium/greenhouse)
3 - section 3
4 - control center

Each of these parts we call "level", but due to lack of memory, we recommend to build a level of 2 or 3 smaller parts. In addition, a later splitting of level can be very uncomfortable in UnrealEd.

Section 1 should be a dark/strange/alien/technical/space, to section 3 interior should be more "human".

We believe that section 1 should be constructed from the following separate parts:
(1a). Alarms, closing door.
(1b). Exploring of room, finding entrance to the tunnel to section 2.
(1c). Battles on the way to exit to the tunnel.

Similar to section 3, when reveals that Skaarjs work with the corporation(the big secret of the game) may divide it into two parts:
(3a). Exploring of the section - a decision of riddle how to open doors.
(3b). Battles on the way to control center.

We will discuss control center later - when we'll get to this part.

Technical limitations:
Each part of the level should contain not more than 3000 polygons and should not be used more than 90 64x64 4-bit textures.

To learn how levels work you can use console command "stat fps", it's necessary to approximately adhere to the following indicators:
Exploring of sections with 0-1 enemies: 120 - 200 polygons;
Exploring of sections with 1-2 enemies: 100 -120 polygons;
Battle sections with 3 or more enemies: 70 polygons.

BSP Node option should not exceed 3 polygons.
Last edited by Guest on Sat Apr 03, 2010 7:45 am, edited 1 time in total.
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Leo T_C_K
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Re: Some documents need to be translated from russian

Post by Leo T_C_K »

Thanks for the corrections so far. Btw the key points are supposed to be "maps", it is meant as the levels are separated into more maps, this is from the cancelled unreal playstation port if you didn't get that.
Last edited by Leo T_C_K on Tue Mar 23, 2010 12:39 pm, edited 1 time in total.
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Marzanna
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Re: Some documents need to be translated from russian

Post by Marzanna »

Btw the key points are supposed to be "maps", it is meant as the levels are separated into more maps, this is from the cancelled unreal playstation port if you didn't get that.
I understand that, but it's actually "key points" in text. So, should I correct that?
And where can I read more info about this port?
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Leo T_C_K
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Re: Some documents need to be translated from russian

Post by Leo T_C_K »

Btw the key points are supposed to be "maps", it is meant as the levels are separated into more maps, this is from the cancelled unreal playstation port if you didn't get that.
I understand that, but it's actually "key points" in text. So, should I correct that?
And where can I read more info about this port?
You can start off here:
http://forums.beyondunreal.com/showthread.php?t=185852

And there was info at various places like planetunreal, ign etc and on wikipedia for exmaple under Nick Pelling's section it mentions psx unreal and other pages....
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Marzanna
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Re: Some documents need to be translated from russian

Post by Marzanna »

Thanks for info. Really interesting. Keep an eye on translation.
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Leo T_C_K
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Re: Some documents need to be translated from russian

Post by Leo T_C_K »

Drath should be Jrath btw. He appears in translator messages even in the beta.
That, or there was even Droth or something like that in Soledad.

But JRath appears in Unreal PSX later on, he has that ship.
Last edited by Leo T_C_K on Wed Mar 24, 2010 11:47 am, edited 1 time in total.
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Re: Some documents need to be translated from russian

Post by Leo T_C_K »

It should be "they are agressive and war-like" not "these agressive" I think, but I like the corrections so far.
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Leo T_C_K
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Re: Some documents need to be translated from russian

Post by Leo T_C_K »

Btw ingame Khari is named Hari obviously, based on the text and the tags that are present in ued etc, so the google translation got it right I guess, but meh. Also the detailed scenario document should be translated as well I believe. If you can do that, that one went really nonsense during translation with google.
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Marzanna
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Re: Some documents need to be translated from russian

Post by Marzanna »

Here is a bit fixed translation http://docs.google.com/Doc?docid=0AeZl0 ... iY3o&hl=en
I can give editing access, If you want.
I'll translate other docs soon.
Last edited by Guest on Sun Apr 04, 2010 10:49 am, edited 1 time in total.
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Leo T_C_K
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Re: Some documents need to be translated from russian

Post by Leo T_C_K »

Thanks. I didn't check the google mail for quite a while, I keep forgetting I made that acount, but I don't use it as much as I said do I didn't notice you sent it already week ago, the final translation.
It can be kept as it is although some parts don't make sense but I can't do much with that unless someone who speaks Russian and speaks English well could have a second check, but it is an ok translation.
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Marzanna
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Re: Some documents need to be translated from russian

Post by Marzanna »

It can be kept as it is although some parts don't make sense but I can't do much with that unless someone who speaks Russian and speaks English well could have a second check, but it is an ok translation.
If you really need I can ask someone.
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Leo T_C_K
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Re: Some documents need to be translated from russian

Post by Leo T_C_K »

It can be kept as it is although some parts don't make sense but I can't do much with that unless someone who speaks Russian and speaks English well could have a second check, but it is an ok translation.
If you really need I can ask someone.
I asked kea, but he wasn't around for quite a while on beyondunreal, he said he could translate it if I wanted.
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