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If you're looking for the Unreal II item that did make it into the final game, you might want to check Artifact.

Cut content
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.

Unreal

The Artifact is a cut item from Unreal. The concept of artifacts existed somewhere around early to mid 1997, although a leftover 'Artifact' mesh has existed as late as February 1998.

Overview[]

The player would collect artifacts distributed over the levels in order to unlock further levels. After collecting, the artifacts would be placed on Altars to unlock some passage.

A design doc describes the artifacts as follows:

"Skaarj artifacts - See 'Levels' below - we can do a series of meshes for these - simple 20-50 polygons These are not part of the inventory system. There is an icon and number on the status bar which indicates the current number of artifacts being held."
UnBible


Additionally,

"Once an area has been completed (an area is two or more levels that have been seamless attached to give the appearance of 1 larger level. An area has 1 entrance from a mainmap and 1 exit) and all artifacts have been removed, the entrance to the level seals shut. The reason for this is so the player is not entirely confused as to where they have to go to find artifacts they previously missed.)"
UnBible


There's also this weird quirk:

"Note: Each level is reset completely when the player reentered it. Only the MAINMAPS can be changed permanently within a single game. Thus, all artifacts MUST be found within the mainmaps."
UnBible


It seems that the artifacts were actually placed in outer 'shells' of maps that technically were still a part of Main Maps, instead of being placed in the actual maps. Additionally,

"Levels need to also contain more complex puzzles which reveal or allow the player access to special areas that contain Nali Artifacts. These puzzles should use moving brushes quite a bit since they are one of the most powerful and unique features of the editor."
UnBible


Trivia[]

  • In the February 1998 beta, there are two places suspected of being leftover locations of artifacts. The most obvious one is near the end of Aztec. Another one could be near the end of Soledad. However, instead of artifacts they contain Dispersion Pistol Powerups.

Gallery[]

External links and references[]


See also[]

Cut content for Unreal
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