This was the last version of E1L8C as worked on by Rubie. (EL8C_v13 yes he named it el8 instead of e1l8...) EDIT: also adding biglevelcastle8a as it's the last version before big mess This prompted me to berate him for doing a ton of stuff to it that was opposite to my wishes, which proceeded into him throwing a fit and badmouthing me around, leaving the project for good. He completely gutted my scorched castle in this version and connected a map part where it wasn't supposed to be. Originally Rubie did good in the earlier versions of this map, but it became inconsistent mess more and more. The more I disliked something, the more he sabotaged the effort and actively ruined the map further. The only reason the original design was scrapped was because the tower (which was james.unr at the top), was too unrealistic and stuck like a sore thumb once you'd reach the harbor through there and enter the sewers. This could have been solved by a subtle redesign, instead Rubie decided to make the sewer pipe system and entrance to it elsewhere, without giving a purpose to the place or any way to truly complete the map, cutting the james part off completely making it redundant (until we used it later for the switch at the wall). He also added for god knows what reason some skycity like niches to scorchc, while I actually wanted an area at the front of it and I explained this in detail, citing that it should be like a certain screenshot I pointed him to, instead he looked at a different screenshot and took the "golden bars" explanation as meaning those golden lamps? Seriously, this confusion never ended with Rubie. I was busy working on my own maps and getting upsxmon3 finished and all that stuff. He was supposed to help me with the project but all his contributions (to 3 maps in total for sp) required so much fixing that it wasn't really worth it and the only good thing he did was dm related and still kind of weird, but really, he should then stick to dm only. The state of e1l8c made me give up working on it for about a year in total and I was absolutely disgusted by it. I did voice a suggestion about balconies and stuff for scorchc but it was meant to follow scorchc, instead he added skycity balconies while I meant a skycity screenshot for inspiration for the front of the building (if you ghost out you can see a wip bit of what I actually meant to do, if you ghost out in the release upb-e1l8c i mean).. The thing is, I once worked on a scorchc sequel, I didn't upload it anywhere except for some temp stuff that got lost and what follows scorchc worked on by yrex in upb-e1l8c kind of resembles what I have been doing, the only difference(with the excetion of the side areas, as they weren't originally unreal alpha screenshot inspired) being is that there was no "slime pit" around this central titan, but the pyramid was gonna be at the same exact spot, the titan was meant to be in a cage that you would later open, this was changed here significantly but it's no way bad, just a different approach to the scorched castle theme and I wanted it in because it used this swamp castle set that was going to be used in upsx even though was only used in one wip map in practice. None of the original Skaarj Fortress levels from Unreal alpha/beta versions were recovered, unfortunately. Those were gonna make reappareance in unreal psx in a revamped form just as was the case with the e1l6 levels. It just seems they never got around to it and we will never know as it's way lost now. They never included the original e1l6 levels either and I had to go ask the Emissary team for them and the original texture set and was lucky they still had it as Seti/batset/siobhan were level design example maps provided by dr sleep for new unreal engine licensees... There was only one person remaining to check his files from unreal psx and it was on a lunix file system or something else and he didn't get around to checking it, later on not communicating anymore at all. For privacy reasons I am not mentioning names here unless I'd have a consent from the person. - Leo