A Deathmatch map by Jeff Davidson.
Title :Perfect Dark / GoldenEye 007 Temple
Version :1.0 (Final) (13,038,233 bytes)
Release Date :October 6, 2009
Author(s) :~Jefe~ (Jeff Davidson) aka ReiDevJord
Email Address :Jeffrey_d_99@y.a.h.o.o.c.o.m (remove extra periods, spam protection)
website :http://hosted.filefront.com/reidevjord Vgmp3.org
Other files by author :
Meryl2004 (New Skins)
Trainergirl-TeamColors Pack (New Skins)
BattleStar Galactica Cylon Model 005 (Skins)
Megaman Legends Model Pack (Toon Shaders and New Skins)
UT2004 Battle Droids (Skins)
Hologram Skin Pack
Several Loading Screen Packs
Additional Credits to : Rare Ltd. for the map layout and music; Stigmat for his orginal beta; Hourences (http://www.hourences.com/) for the flares, spotlights (DM-Sae) and lamps (DM-Rrarijar); LordSimeon for the spaceship (ONS-GaladriÃ«l-System); Teddie 'teddabod' Tapawan (http://teddie.beyondunreal.com/) for the ladder and cobweb meshes (DM-CBP2-KillbillyBarn); Hazel.H (http://www.hazelwhorley.com) for the lightbox shader from her Egyptian Textures package; David Green (http://www.lilchips.com/) for his custom adrenaline.
--- Play Information ---
Level Name :Perfect Dark / GoldenEye 007 Temple
Single Player :w/bots
New Sounds :Yes
New Textures :Yes
New StaticMeshes/Models :Yes
NewUnrealScript :Yes (Includes David Green's adrenaline pickups)
New Music :Yes (You can choose from Dark Combat + dataDyne Action from Perfect Dark or Egypt + Aztec from GoldenEye 007; Check my filefront account for additional alternate song mixes for this level.)
Known Issues :Bots are pretty dumb on tall ladders.
Recommended players :3-6 work well for standard DM; 4-8 for TDM/TAM.
--- Construction ---
Editor used :UnrealED
Other Programs Used :Photoshop CS (New textures, Level Preview), Winamp (with 64th note plugin) and Foobar2000 (music file), Project64 1.6 with Mudlord's Rice Video Plugin 6.1.4 to extract textures from the orginal game.
Construction Time :On and off for over a period of 1 year.
Extract DM-PerfectDarkTemple.ut2 to UT2004/Maps
Extract PerfectDarkTemple.ogg to UT2004/Music
for Dark Conflict + dataDyne Action from Perfect Dark
or extract PerfectDarkTemple.ogg from the Music-GoldenEye folder
for Egypt + Aztec from GoldenEye007
*Note: You can use the other song as replacement music for another level by renaming the file appropriately.
A Maian craft en route to Training Facility 27, a.k.a. The Temple, disappeared from sensors some time last night. I need you to find the ship, render aid to the survivor, and investigate the cause of the crash.
There have been rumors of Skedar activity in the region, so be careful.
This is the classic N64 map updated for UT2004. Made with DM, team games and invasion in mind. This map was a long time coming, I worked on it very sporadically, learning much about map making in the process. My main goals were to make a playable and good-looking remake of one of my favorite maps, the multiplayer Temple from Perfect Dark and GoldenEye 007. I worked extensively on bot pathing (I'd say that nearly half of the build time was working on troubleshooting and improving the AI) so you should get a great game both online and off. I also made custom textures, which you are free to reuse. I hope you enjoy this map, and if you would like to modify it for some reason, go ahead, but make sure you include this readme and try to get into contact with me first, explaining what you're changing.
Additional trim added, based on the original PD version. 50 shield near secret room moved to corner of shock rifle room; 25 healths added to main chamber and the overlook. Fixed problem with ammo spawning under terrain in shock room when using weapon replacement mutators. Added Egypt + Aztec as an additional music choice.
Just a quick test version before the final release.
Added a new secret room near the bio, door activates by shooting it. Door uses sounds sampled from Perfect Dark.
Super shield has been replaced with a wildcard base, which can have the Supershield (usually), 25 or 50 adren, or the DD. Secret room usually has a DD, or can be 25 or 50 adren, or a super health.
Added a few more health pickups and one more 50 shield.
Redeemer moved to exterior wall, classic sniper and hidden weapon locker removed. Weapons in the four outlying rooms were shuffled around again.
Removed old zone portals and rezoned the map from scratch.
Added ladder to ledge overlooking the chamber of pillars, reduced usable area of ledge to prevent abuse in TAM. If this area is still an issue, contact me and I'll make a version with the area blocked off.
Fixed a few minor pathing issues with translocators enabled.
Redid trim textures so they are easier to align.
Beta 2 Notes
I think the map is pretty much finished at this point, but I could use some feedback on the following: Weapon and pickup layout; lighting; possible exploits; and possible build errors. Please contact me in the forum thread at either Epic (http://forums.epicgames.com/showthread.php?p=26474350) or Beyond Unreal (http://forums.beyondunreal.com/showthread.php?t=186119).
Beta 2 Changes
Rescaled the map down to 75%.
Enhanced the look of the crash site.
Added decorations throughout the level.
Fixed some misaligned textures.
New custom textures based on the original Perfect Dark textures.
Reworked most of the terrain, added new terrain in appropriate locations.
Several sections of the map are newly accessible, and sniper-friendly.
Lots of work on bot pathing. Bots will translocate and jump anywhere you can go.
Numerous changes to weapon locations and pickups.
Worked on lighting.
Rebuilt bsp on eastern side to better reflect the N64 version and fix a minor alignment issue.
Recolored many static mesh textures.
Beta 1 Notes
This is my first publicly released map, built from scratch. Well, almost from scratch. I started out with the goal of fixing Stigmat's rough Temple beta made back in 2004. (http://utforums.epcgames.com/showthread.php?t=363288)
I soon realized that the bsp blocks were sized somewhat randomly, which caused numerous bsp holes (halls of mirrors) throughout the map. I rebuilt all of the bsp piece by piece, keeping the general scale, but also referencing both the GoldenEye and Perfect Dark versions of the map every so often. After rebuilding all the bsp, the map sat unmodified for several months. After that long break, I came back and worked on pickup placement, lighting and decoration. I also reviewed the N64 games again for to compare layout and lighting. Toward the end of development I decided to move the crashed ufo (which had previously been an easter egg) into the main chamber. I did this to add cover (via debris) and an additional light source in the (very flat and dark) main chamber. I also wanted to expand the map a bit, but keep any changes consistent with the mythos of the game.
The layout isn't 100% faithful, but pretty close. The scale is larger than the N64 games to accommodate UT2004 movement. I considered adding the moving pillar/doors but I felt the game flow in ut2k4 was better without them. However, I may add them at a later date if there is demand for it.
Copyright / Permissions
This level is copyrighted by ~Jefe~ (Jeff Davidson) 2009.
Authors MAY use this level as a base to build additional levels. You may use any of MY custom content in your own maps, but please ask the individual authors for permission to use assets mentioned in the Additional Credits section. Many of those authors have assets that are free to use; check their websites for downloads.
You are NOT allowed to commercially exploit this level, i.e. put it on a CD or any other electronic medium that is sold for money without my explicit permission.
You MAY distribute this level through any electronic network, provided you include this file and leave the archive intact.
Jeffrey_d_99 at y.a.h.o.o.c.o.m (remove extra periods, spam protection)
Jefe on the Epic Games messageboard - Forums.epicgames.com
Jefe at Disastrousconsequences.com
Jefe at Forums.beyondunreal.com
My other UT2004 files
UNREAL (c)1998 Epic Megagames, Inc. All Rights Reserved. Distributed by GT Interactive Software, Inc. under license. UNREAL and the UNREAL logo are registered trademarks of Epic Megagames, Inc. All other trademarks and trade names are properties of their respective owners.