All of this is bits of E1L8 before yrex worked with it and it should document a bit how it was all put together.
E1L8 had to be practically created from scratch and includes some of the most heavy changes in the history of the rework and I will present you with what was changed the most here.
There might be a couple of missing dependancy files from various beta/alpha conversion maps, if you don't have those files I recommend just creating a dummy file for the purpose.
E1L8A - This was the only true E1L8 map in a sense that it contains that canyon with the landing skaarj craft,
which was the only recovered part of E1L8 that had E1L8 in its name....
So what I did was use the conversion of beta dark arena that I did and connect it with this canyon plus cliffcastle in between, the cliff map from unreal 95, retextured. I chose Dark Arena because I know it oncer used to be a swamp castle level, before this beta look even and it still used one te4xture found originally in the swamp castle set (aka castle1).
Download link here
This is one of the last versions before yrex reworked the area on my suggestion that it still looked a bit too much like the original beta dark, so he created that nice trench and textured the outside differently.
I will end this post here and post the other two major changed maps here later, in their WIP state.
I might have to do double posting due to the way I have to work with this text editor here, so if that happens
please merge the post for me.
I hope you find this retrospective look interesting.-MERGED-
This one was actually the last map in the series to be finished. However parts of this map has been sitting dormant for years, as it is yet another big amalgamation work with bits of new geometry/map parts.
It combines a ton of stuff, this
is just one example, where I retextured TundraX (Tundra from September 1997 of the ECTS levels).
With the swamp castle textures, plus adding some bits from the custom edition of Tundra from Crista Forest like that room with the statues, again retextured completely.
This was to be connected with some bits ala Outpost 3J which you can see in the final release.
This Tundra part was further improved by yrex by adding skaarj techy bits and changing the windows of the tundra tower for example.
Now, back to describe E1L8B, not only TundraX was used, also there was a bit with the castle tower with the flamemercs in it, that came originally from the Creative mappack included with some of the Unreal Special edition CDs... without the mercs and that texturing though as it was a deathmatch level actually.
Further on, hatchet from unreal psx was used, with the real e3l1 part cut off, as hatchet was a wip earlier design of one of e3l1 levels that got very much redesigned so it was worth putting this here.
Further on again, the hatcher part connects the creative demo tower and another part of scorched castle bit from me, plus that implant gun puzzle section which actually comes from unreal alpha map parts that were in the emissary files and were assumed to be from emissary but their origin is unclear and because they were untextured it seemed likely that they might have came from Unreal at some point.
yrex did a great job seemlessly putting it together there.
That connects with, you guessed it, TundraXUPB, which connects with the Outpost 3J like part with new mappage from yrex and the glass_demo bits from upsx combined together, leading into the skaarj complex deeper,
where yet another map by terry greer is used, the laddertest map which was obviously meant to be somewhere in the game. There was just a little too much detail for it to be a throwaway test map and they went into trouble trying to code a custom ladder anyway (recoded from scratch here).
A little bit ala extreme was attached too, to show the dragon hologram, then some more new stuff by yrex and glass demo corridors in the hangar.
The final part comes from the cut beta level called SplashDM.
I will cover E1L8C next.