Arkangelsk Weapons Facility and MoshCrypt
Based on Facility from Goldeneye/Perfect Dark (N64) and...
- Category First Person
- Size 763.7 KB
Arkangelsk Weapons Facility and MoshCrypt
Based on Facility from Goldeneye/Perfect Dark (N64) and MoshCrypt from Turok II (N64). Revamped for Unreal Tournament with a few kickass additions such as a sniper point and viewable outside terrain.
Title : Arkangelsk Weapons Facility and MoshCrypt
Version : 1.0
Release Date : July 6, 2001
Filename : DM-Facility Mosh
Author(s) : Daniel Bell
Email Address : [email protected]
Additional Credits to : The RARE team and the people from Iguana for creating these awesome levels in the first place.
--- Play Information ---
Game : Unreal Tournament
Level Name : Facility
Deathmatch : YES
Capture The Flag : no
Domination : no
Assault : no
New Sounds : no
New Graphics : no
NewUnrealScript : no
External DLLs : no
Known bugs : none
Recommended # of Bots : 4-16
or players
--- Construction ---
Editor(s) used : UnrealEd
Base : Original level from scratch.
Construction Time : About a week or two. I didn't really keep track of the hours.
Installation
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Unzip this map into your \unrealtournament\maps directory and then select it from the Deathmatch menu in Unreal. Alternately you can double click the map in Windows Explorer.
Extended description:
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During "Operation Cowslip" at the Soviet controlled chemical weapons facility in Arkanglesk, U.S.S.R., a double agent snuck in through a vent in the Byelomorye Dam. He then strategically set remote mines on key explosive tanks contained in the complex. His escape was immedeatly followed by a massive explosion, destroying the facility. Many years after this incident, Liandri found interest in the remains and converted it to a DeathMatch venue.
Author's Notes
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I started making this level trying to construct an exact replica of the Facilty for Goldeneye, but as I got under way I realized that there were a lot of things that I wanted to change. I got the idea of the snowy outside area from DM-Zeto, and implementing those effects in my level weren't too hard. Then as I made the long corridor, I realized there were not any good sniper points. So I extended the roof up on a slant and made one of my own. I got the idea to add Moshcrypt from Turok II after I had totally completed the Facility. I thought that the map with just the facilty was a little too linear for Unreal Tournament. Unreal, being a more fast paced game, needed a more circular level with alternate routes that players can travel. All the other modifications were sparked by my urge to customize the level and make it different from it's two predecessors.
This is my first released level, so I'd like your feedback.