
Short entry for WAR-Corruption for Unreal Tournament 3. PC version here, PS3 version here.

Stuck in a cavern without a light source, one man blogs about his thoughts and efforts with gaming.











I don't remember exactly where the inspiration for the mod came from. It wasn't my normal kind of quest mod- less emphasis on the quest and more on the prize. I believe I was thinking about how the game has voices for everyone, and it triggered in my head that it would be neat to have a talking weapon, commenting on everything that you do, complimenting and berating you. I thought my idea was so novel, as I had not seen it done before in this style of 3D RPG game. Unbeknownst to me it had been done before in Morrowind. I wasn't aware of that mod until after the first version of my mod was released, and then the comparisons began. Although the attitude of my weapons was much different, I believe I offered much more to the player in the end (a few suggestions coming from players, as well).
Scripting was a big part of this one. I ended up with so many processes going, especially when a weapon was unsheathed- mostly dealing with dialogue conditions and timing, quest functions, and plain ol' random events. A lot of time went into figuring out neat little things I could have the weapons do or say. Another big time sink was coming up with and recording all that dialogue, ugh. I think each personality got about 350 dialogue sounds, so that ended up being quite a bit. I was a little nervous about voice acting since... well, I'm not a voice actor, but the response was positive for the most part. I did get some comments about people not liking it, but that's to be expected, especially when I tried to make at least six different voices (including a female; with some creative sound editing I think I pulled that one off pretty well. Thankfully that was an NPC with only a few lines!) Looking back I think the only atrocious voice was the main quest character, I'm not quite sure what I was thinking with that one, but even then someone said that it sounded like what the race should sound like, so whatever. If I can find another hosting site (the one I was using shut down) I'll put some samples up so you can judge.
No point in presenting screens for this one I suppose. The mod does contain one new dungeon but I use a lot of pre-existing locations otherwise.
The mod is not very difficult to complete (although Atkivir's quest can be difficult since you must kill town guards). Some people do have trouble with it since I frequently do not give quest markers on the map. My logic is, you shouldn't know exactly where something is unless you DO know. So if someone gives you a map, or tells you a location, fine you get a marker. If you're going on a rumor however... you have to find it yourself. I think it makes much more game-logic sense to do it that way. Having markers for everything makes quests trivial and no fun.
There's still a few sites hosting the mod that have many user comments about it. If you want to read reviews/opinions, check em out! The one linked has a lot of comments.







Players start in a hub which is a safe zone. Starting out they have access to two planes, fire and water. Each of those planes has an exit to the alien plane, which in turn has exits to the air and earth planes. From there you exit to the temple plane, and then to the final stages, the last with the crystals. If you die, you start back in the hub. You then must make way through the chain of planes again... unless you complete the side objectives. In each plane there's a crystal off the main path. Activate this crystal and the door to that plane opens in the hub. So then if you die you can hop right back into a plane that's further in the chain, saving time.

Reviews!
UTBooty: "This map gains a well deserved 90 mark and an essential download tag because although it may use an idea which has already been put to use in other games or maps, there are many functions which make this map a worthwhile download even if you are not a fan of the fantasy genre. It has the eye candy, the assault action, creative use of scenery, music, and much more." 90 out of 100


The second map is AS-Resurrection. This was the first Assault map I created, and it received a huge amount of positive feedback on the boards. It's a large map and various strategies can be successful. It has some of every kind of gameplay- some sniping play, some short range twitch, some in between. I tried to create a map that the attacks wouldn't blow through in 30 seconds. Bots are fully compatible and will give a challenge. In fact, I believe this was the first custom map that managed to have fully functional bot work... probably adding to its popularity. The level starts in a graveyard which leads up to a tower. You make your way up the maze in the tower to the top level where you must hit four targets to win. (In hindsight I made some bad design decisions with this one; the outdoor areas had way too much in view and I made poor use of blocking volumes.)
Reviews!
Faithless isn't a great one to list first since it was never intended as a public map; it was instead a portfolio piece for a company that I applied to (because of this it looked like I would've been hired at Looking Glass but then they closed their doors! Ugh...) This map was an experiment for triggered sequences. They wanted me to make a few locations and give a few scripted sequences just to show I could do the basics. The map itself is a stone chapel, with passages to a bedroom and some secret caverns beyond. Funny how much more complex everything is nowadays. This never got reviewed since I never released it publically.
DM-Chessboard (and DOM-Chessboard) is the simplest of the levels I've made, being a Morbias-style arena. It's multi-level, a single large room with a couple wings and a large chessboard in the center, complete with moving pieces and trap doors. The idea was to make a simple, elegant environment, and the addition of a classical soundtrack helped this immensely.
DM-Ether was another early level of mine, an experiment in open space and bizarre atmosphere. A real sniper-heavy map. This kind of level wouldn't go over well nowadays- well I suppose it could but it would have to be a lot fancier visually and vertex counts would have to be put in check. The map used a silly amount of what these days are called "emitters"... effects that are rendered on the fly (such as lightning, smoke, fire, etc.) It was a new technology then! This was also probably the first map I put easter eggs in. If you fell off any of the platforms anywhere, instead of dying you would get teleported to a different part of the map. But if you did it in a few certain places, you'd end up in secret areas (one of them is the picture I chose to the left). Various reviews...
DM-TheMatrix.... ok, so just like everyone else, when this movie came out I was crazy about it. (Still am, actually. But those sequels...) I wanted to try to replicate some of the physical effects in the movie- want to walk on walls? No problem. Want to stop those rockets that were fired at you? Make 'em stop in mid-air. Want to be totally confused? No problem! Seriously though, you can do all of the above. Prepare to be confused! You can walk on almost any wall or ceiling- there IS no right side up. And with the special powerup (it appears as boots) you can stop projectiles fired at you in their tracks.
The Darkside Collection- a series of maps with minimal lighting. Lighting comes from only natural sources such as lava, and the skies are twilight. Provides for lots of hiding and stealth and makes for a different style of deathmatch. I believe there were a dozen or so maps in the pack.