Escherland, New Castrovalva

Unreal DeathMatch level

Created by Jennifer Diane Reitz
lupa@otakuworld.com
August 14th 1999


Files Included: 

DMescherland.unr
Maxpack.utx
Read Me.txt


Instructions:

Place 'DMescherland.unr' into your 'maps' directory
Place 'Maxpack.utx' into your 'textures' directory

within your installation of Unreal.


Requirements:

The 'Escherland' DeathMatch level demands a high performance system because of the severe strain
on resources cause by both complicated architecture, and by the complex folding of space.
I realize that this limits the playability, but I desired to try something that would push Unreal,
and my abilities, reasonably far. Hopefully, even if it is unplayable for some, the novelty and the sheer spunkyness
of attempting such an environment, will meet with the players apporval.

With an adaquate system running it, I estimate that four to six players might be the maximum one would wish to play
with at any one time. The level is large for a one on one match, but not overly so.


About The Level:

'Escherland' is an homage to some of the drawings of M.C. Escher, the famous Dutch
artist. The prints which inspired the structure of this level include 'Relativity' and
'Castrovalva'.  These prints can be seen within the level, hanging on the walls.

The actual level is an exercise in 'hyperdimensional folding'. This means that spacetime, within the deathmatch level,
is folded back upon itself from all directions at the same time. This has the effect of rendering the level as having the
same basic mathematical structure as a Klein bottle. The level is "finite, yet unbounded".

The layman's way of putting this is that space is folded so that you can actually see your own ass.
This folding of space may be slightly disturbing for some people.

'Escherland' was created because I became utterly bored with the endless series of Unreal castles, tunnels, and fairly unimaginative spaceships.
I wanted to create something truly unusual, even if I am still not adaquate with the Unreal editor. 

All textures are my own creation, howeber I did scan in the actual art of M.C. Escher to hang on the walls as paintings, and in one case,
to serve as lizard tesselated floor tiles. Otherwise, all art is original.

The level is deliberately monocrome, to appear like a black and white ink drawing. I hope I have, to some degree,
achieved this effect.

I have done my best with planning bot paths, but things never seem to work well with the bots...I do not know whether it is my fault,
or that severely folded space is beyond their AI capabilities.


Closing Comments:

I would greatly enjoy any feedback about this effort, my first real effort, for Unreal. I can be contacted at
lupa@otakuworld.com

You may also wish to visit my anime and manga site at http://otakuworld.com
if you are into downloading what is arguably the world's largest collection of free
anime games, toys, desktop themes, and kisekae goodies. 

Thank you for trying out my 'Escherlands'

Jennifer Diane Reitz
Aug 24th, 1999