Below is yrex's post from other forums:
Leo (T.C.K.) wrote:Basically, a rushed out LITE release without the final level of E1... Due to heavy IRL problems and having to "hit the road", more in LITE.txt in help. I hope to be able to return to this soon and release the full version. Multiple years of work went into this including some losses of data. Episode 1 was the most unfinished with most maps missing in the first place, from everything recovered.
I hope you enjoy what has been "finished" so far.
See everything in help directory.
I am adding this mirror of the patch file also:Patch Mirror
With the patch the maps should probably be considered final and only thing that's missing are e1l8 levels. Still, this features the revolutionary implantgun, I didn't have time to make a separate release with the full source of that,
however I could still provide it in the future.
I have to dryly note that the implantgun was considered "impossible" without engine modifications by many skilled community coders and codex managed to pull off a coop friendly version on top...
I have to note that this release has the old version of credits but I believe not any other people contributed since and any further work/contributions have been solely from yrex/codex and me.
Not sure if I added at that time that I used for "e1l6moros" (working title of first part of e1l6d) the custom level (for unreal 0.84) from a certain russian guy that goes by the name SpaseHead (I don't know if it was him though or if he just made videos of the level with download link reposted), seems it's the same guy though. It was a retexture of the level moros16 from one of the 1997 betas but backported into 1996 beta/alpha of unreal retexturing using the other crypt textures.-MERGED-
Sorry for another post, but I feel the need to explain further.
Those e1l6 crypt maps, what was actually recovered from that from real unreal psx files were e1l6a and e1l6b (unfinished) with multiple versions of the e1l6b level including more or less a raw port from the unreal alpha it came from (which, if you played yrex's crypt pyramid is where he based his midian version from directly and it is different from john's later version of the level that he adjusted for unreal psx), we only know the real name of the level,
Midian, from archive of john's old website where it was mentioned in screenshots and it seems john didn't even use the latest version of the level for his psx version.
This was one of the firmly planned/established instances of beta/alpha levels that were supposed to be ported to Unreal PSX.
I was lucky that at some point I recovered those old unreal alphas that had the non resized crypt textures and three levels (batset, siobhan, seti) that were meant to appear as parts of e1l6 obviously.
But that went to e1l6 minus batset which ended up as a small part of e1l6d. Due to any other levels missing of course, so there had to be new content here and improvisation.
Another level that was meant to be firmly recycled/retrofitted was e1l8, the Skaarj Fortress (it appears both in unreal psx design docs and the old unreal bible, though the psx version was meant to be a little more updated to the current game style). And nothing of that was recovered apart from some terrain.
Which honestly sucks balls, but e1l8a has that terrain from eric reuter and I connected it with some retextured unreal beta/alpha goodness. You will have to see that separately with the full release.
I already teased the screenshots on moddb page way ago though from one of the retextures.