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This article covers content which was scrapped from the Unreal series.
These items might have been considered at some point, as there is proof of them in betas or screenshots, but for some reason were not featured in any Unreal game.
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Unreal

Alfa62 was an Unreal map by Myscha. It's confirmed to have existed, but it was cut and has never been recovered.

Overview[]

A design doc describes the map as follows:

"MAP NAME: Alfa62. Alfa is a class of fast attack russian submarine. 62 was the build number I gave the map (i.e. save 1 , save 2, save 3) why in the hell Cliff named the map after the 62nd build escapes me. The mapname has a pleasant ring to it and the numbers give it a feeling that tells you this ain't no scary castle!

MAP THEME: The Alfa 62 is a warship. The design is conquor and destroy the universe. It has enormous volume and the style of a Klingon bird of prey but a lot less elegant. This is a lumbering dreadnought class starship. It transported a small army of marines or someother alien race intent on taking what they wanted. It's huge and has huge rooms of multple height and vistas. The ship is military military military. Not a place nintendo 64 or garlic pizzas.

MAP STORYLINE: This war beast was cruisng through the Unreal solar system and decided that it's pleasant little atmosphere would be a great place to build a base to stage the next war from in attempt to kill everyone in the universe. Much to their suprise this sweet little planet is the bermuda triangle of space and the dreadnought Alfa62 lost orbit and couldn't regain control. The fireball was described in Nali scriptures as the night the heavens fell..The ship suprisingly enough survived some of the crash. It crashed in a mountainous region and bounced off the side of a mountain on it's way down. The deflection is the only reason the damn thing didn't blow up and detonate the warheads on board. The ship billiarded through a snowy mountain range and eventually rolled to a stop right side up at the bottom of a canyon. 50% of the mercenaries survived the crash. The ship is now wedged in a canyon and surrounded on 3 sides out of 6 by mountain. The mercenaries who survived have been unable to power up the engine of the ship or repair it. They now guard the dam thing as best as they can with a vengence. Anyone who comes near is slaughtered. Due to the decreasing numbers of remaining soldiers, they do not venture out far, but have sent a distress signal and await rescue. This is combat heavy map with tons of firefights. The player knows that most of the systems on the ship are still operational and wants to access the computer and use the sub-space com-link. They might have a beer or two still left. The player is thirsty.

MAP CONSTRUCTION: This ship is somewhat round but very strange looking. It consist of a series of large volume decks stacked like staggered hotel floors. Exterior hull breaches have ended up becoming makeshift balconies and ledges upon which mercenaries patrol on guard. The geometry of this ship is based on height and volume and it is very tall. Part of the map will consist of the cul-de-sac canyon where the ship is now wedged-suspended above the floor of the canyon. On the floor of the canyon guards patrol and seem to have an operational null-gravity hover speeder they use to zip around in. You want that speeder! This map includes the canyon cul-de-sac and an access tube to the lower bay of the ship. Above lie 5 decks of pure infiltration style military fighting. As if attacking a fort-because that's what it is. It's ship that's now a makeshift stronghold.

MAP GAMEPLAY: This is fantastic map for those of the blood thirsty nature. You want to blow some monsters away? You got it. The storyline here is you. You want what they have! And you plan on killing everyone to get it. After all this is your profession. You are a theif would loves to murder. But you're no dumbshit and the player will learn to formulate a gameplan to suceed. The map starts out with the player approaching this canyon from some underground cave or whatnot-perhaps leading from a previous Crypt or Mine map. As you reach the opening of this cave you see this ship. You see guards patrolling on the ground. She also sees a speeder type vehicle parked by this big tube leading up to the ship. The player sees 3 of the guards jump in the speeder and haul ass out of the canyon around the corner. (this can be done with an actor or moving brush scripted and with scripted monsters)

Player triggers the sequence by stepping into a trigger radius where she sees the speeder from a distance. The trigger sets of the engine sound of the speeder and initiates the monsters (mercenaries) climbing into it. As the monsters climb in, the speeder engine rev up and it zips off.. This can be done with time control counter triggers and scripting. The player witnesses this from a distance 4 guards remain pacing the area around the tube, and a few boxes of supplies lie as well. They may even have a campfire going. They key here is to make sure the player has absolutely no weapons at the start of this map. She must be unarmed and not be able to make any noise. She must be in a position where she sees this event but cannot get to it before it finishes. It's elegant-it's real. It can be done and it will blow everyone away.

The player is able to snake down the side of the mountain and jump the guards and take them out in hand to hand style. She grabs their guns and maybe only a few rounds. She can now access the tube and ascend up a lift into the ship.

The ship style of play is that of street fighting. She is jumping guards in small groups, then checking out the rooms they were in. All the systems should be activated in this ship including some of it's guns. This is a good old kill everyone style map. Lots of mercenaries to plug and a few high energy weapons to be found for the first time. As with most ships access to some areas is limited by manipulation of switches and what-not. The player should be able to fight her way to the uppermost level of the ship and access some important artifact she really needs to use or get into another map. I.E. She finds a weapon or device that she must have to get around in another map. Lava suit-Jump Boots-Explosive devices-Scuba Gear- something. Something that she will realize she needs to progress in the game somewhere else. Perhaps somewhere she visited 3 maps ago and couldn't go any further. This part I have not fleshed out yet. The player does find a computer key that starts up the speeder. At this point a scripted monsters should be in the last area who runs over to a console and activates a self destruct mechanism. A loud alarm should start ringing and a voice should start a countdown in a sexy female voice. The player now must haul ass out of the ship in 2 minutes or less. If not she is blow to a million pieces. (the player may be able to restart the level but the monsters should be randomly shifted around. i.e. if there were 50 monsters 15 of them should have a random placement generator. I place in the editor an actor called Random_monster start and edit the proerties to say activate on restart only. That way the map will always play the same way the first time. The second time and on it will not be the same.

The player fights her way through the heavily guarded and well stocked map and loads up with firepower that she may need to take out a boss in another map. At the end of the map, the player accesses another way out of the ship and returns to the starting point. Just in time to trigger the return of the speeder and the guards she saw 30 minutes ago. The speeder comes hauling ass up with the mercenaries aware of her and pissed that she killed their drinking buddies. A bloody melee ensues. The mercenaries fire at her out of the speeder as it approaches where it pull up within 50 yards and they bail out guns a blazing. After she kills the bastards she is able to jump into the speeder. If she doesn't the self-destruct mechanism will blow her up."
Unreal design document


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