Unreal Tournament - Project Stealth Pre-Alpha
File Info: Unreal Tournament - Project Stealth Pre-Alpha
Description: Unreal Tournament - Project Stealth Pre-Alpha
This build is a Developer-Oriented release. The quality of the final product is not intended to be judged solely on the quality of this release.This build is designed specifically to be judged in Phase 4 for qualification of entry in the final phase in the "Make Something Unreal Competition", hosted by Epic. Please, do NOT make maps intended for the final version of Project Stealth or other mods. We could render your maps worthless at any time if we change something.
Make Something Unreal Submission:
- MSU Phase 4:Best FPS Game Mod
- MSU Phase 4:Best Non-FPS Game Mod
- MSU Phase 4:Best Art for a Game Mod
- MSU Phase 4:Best Level for Game Mod
- MSU Phase 4:Best Graphics in Map
August 31st, 2009
--------------
Project Stealth Pre-Alpha for the Make Something Unreal Contest (www.makesomethingunreal.com)
Phase 4.
Table of Contents
=================
- System Requirements
- Installation
- The Main Menu
- Spy
--- Basic Movement
--- Use of the Shock-Gun
--- Visions
----- Thermal Vision
----- Night Vision
- Mercenary
--- Basic Movement and Shooting
--- Visions
----- Electro-Magnetic Field Vision (EMF)
----- Motion Tracking Vision (MT)
- Known Issues
- Notice
- Credits
--- Additional Credits
System Requirements
===================
CPU: 2.8GHz Single Core, 2.5 GHz Dual Core, 2.5GHz Triple/Quad Core.
RAM: 512MB
Graphics: Geforce 6 series with Shader Model 3
Harddisk: 500 MB of free space
Software: Windows XP/Vista (32/64 bit), Unreal Tournament 3 (patched to version 2.1)
Installation
============
- Use the Launcher.exe or go to http://updater.projectstealthgame.com yourself to get
the latest files
- Follow the on-screen guidelines.
The Main Menu
=============
The options in the Main Menu are:
- Start a Game (Spy): This starts Lakehouse as a Spy
- Start a Game (Mercenary): This starts Lakehouse as a Mercenary
- Credits: This shows a list of people who worked for Project Stealth
- Exit: This closes Project Stealth so you return to Windows.
Spy
===
The Spy is an expert in espionage and misdirection. Spy teams consist of two players.
Spies have a couple of gadgets for recon, escaping, outmaneuvering and other goals.
These gadgets are NOT included in the Alpha Preview.
The main defense weapon of a Spy is his non-lethal taser. This gun emits a
high-voltage/low-amperage shock which stuns its target for several seconds.
Basic Movement
--------------
w = forward
s = backward
a = strafe left
d = strafe right
c = toggle stance (crouch/stand)
q = dive / roll
shift = interact with environment
clicking mouse-wheel = speed toggle
Use of the Taser
--------------------
- Equip the taser by pressing 'e'
- Aim using your mouse
- Fire by pressing your left-mouse-button
- You can walk around and use switches while aiming
- To holster the taser, press 'e' again.
NOTE: when having the taser equipped, you are visible in the Merc's EMF vision.
Visions
-------
Visions are the Spy's best friend, but can also be his worst enemy.
Spies have an advantage in recon and can spot certain things better, or
have less trouble finding their way in low-light conditions.
Using the visions will trigger their electrical systems and that will be easily
visible on the Merc's EMF systems.
Night Vision
------------
Night Vision is handy when navigating through darker areas, like vents. The cones of
cameras are also visible in Night Vision, so you can time your movements through
high-security areas.
To switch to Night Vision, press 2.
Pressing 2 again will make your vision go back to normal.
Thermal Vision
--------------
Thermal vision is used to spot warm surfaces, like the body heat of humans, the outside of
electrical mines/lights and so on.
To switch to Thermal Vision, press 3.
Pressing 3 again will make your vision go back to normal.
Mercenary
=========
When it comes to brute-force, the Mercenary is not someone to mess with.
Armed with deadly grenades and an arsenal of gadgets [not included in the Alpha Preview]
they are the perfect protectors of property of their contractors.
Their heavy armor makes them slow, but the speed of their bullets makes up for that.
The main weapon is a Tavor rifle, which has limited ammo [unlimited ammo in the Alpha Preview].
Basic Movement
--------------
w = forward
s = backward
a = strafe left
d = strafe right
c = toggle stance (crouch/stand)
shift = interact with environment
left-mouse-button = fire weapon
Visions
-------
The pay of your contractors is good enough to buy some special gadgets like
vision-enhancing modes integrated into your helmet.
Motion Tracking
---------------
This vision tracks changes in motion that weren't programmed in to spot fleeing intruders.
The object that moves has to be bigger than an apple for it to be picked up.
To switch to Motion Tracking Vision, press 2.
Pressing 2 again will make your vision go back to normal.
Electro-Magnetic Field Vision
-----------------------------
EMF in short enabled you to spot objects that use electricity. This can be cameras, computers,
but also high-tech intruders using their visions or weapons.
To switch to EMF Vision, press 3.
Pressing 3 again will make your vision go back to normal.
Known issues
============
This is a pre-alpha version showing some of the gameplay elements of Project Stealth,
so there are probably bugs in it. Please report the bugs on our forum, located at:
http://community.projectstealthgame.com/forums
Notice
======
This build is a Developer-Oriented release. The quality of the final product is not intended to
be judged solely on the quality of this release.
This build is designed specifically to be judged in Phase 4 for qualification of entry in the
final phase in the "Make Something Unreal Competition", hosted by Epic Games.
Please, do NOT make maps intended for the final version of Project Stealth or other mods.
Maps could be rendered worthless if we change something.
All custom created resources like code, scripts, models, materials, textures and sound are copyrighted by
the Project Stealth Dev Team and are not allowed to be used in any other production unless you have
written consent from the Project Stealth Dev Team.
Credits
=======
Frank "frvge" van Gemeren - Producer, Webdeveloper, Community/PR, Additional Programming
Charles "MR.MIC" Trippe - Visual Effects, Level Designer, Modeler, Video Editor
Mason "goodkebab" Doran - Character Modeler, Texture Artist, Additional Modeler, Additional Animator
Lennard "LennardF1989" Fonteijn - Lead Programmer, Build Master
Timothy "Zedblade" Wall - Lead Level Designer, Environmental Artist, Modeler, Matinee-guy
Guilherme "Gui Brazil" Modesti - Lead Modeler
David "dw78nov" Weinstein - Lead Spy Animator
Halim "ghost" Serguine - Lead Mercenary Animator
Andy "Wolf" Hood - Mercenary Animator
Morten T. "MulleDK19" Pedersen - Programmer
Theodore "Theodore W" Wohng - Music Composer
Joshua "B1nArY_001" Mortimer - Modeler
Travis "iamtravis316" Everett - Modeler
Dempsey "FoxDie" Van Assche - Video Editor
Joshua "Tal" Allan - Webdesigner
Additional Credits
------------------
Carl "Bionic-Blob" Alldis - Modeler
Bob "MacBryce" De Schutter - Usability Advisor, Additional 2D Artist
Barry "Slowhand" Isaacson - Writer
Michael "element54" Drenski - Sound Advisor
Chris "iservealot" Davis - Engine Advisor
Eduardo "Innocent-US" Donoso - Additional Level Design
Jason "limikkin" Barnidge - Rigging, Additional Spy Animator
Toshi "seefoo." Simon - 2D Artist
Ezekiel "tigaer" Gabrielse - 2D Artist
Denny "Denny" Lindberg - Additional Rigging, Additional Spy/Merc Animator
Richard "r_matey" Matey - Additional Modeler
Joonatan "jonthu" - Additional Merc Animator
Preston "Pking" King - Additional Modeler
Jonathon "EpicJon" Frederic - Additional Modeler
Overstatement - Code Advisor
Steven "kn0r" de Vries - Environmental Artist, Modeler
Thomas "Verex" Beton - Level Designer
Robert "RAgamesound" Arnott - Sound Effects
Gabriel Smith - Sound Effects
Luis "s0undm0rph" Ramirez - Sound Effects
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