Did you know? Every one of these messages is hand-typed live, just for you.

[RELEASED] Illhaven Remastered and Expanded by Kew

For discussion and promotion of Unreal Engine single-player campaigns, mapping projects and total conversions.

Moderators: Semfry, ividyon

UB_
Nali Priest Nali Priest
Posts: 7960
Joined: 11 Nov 2007, 21:00

Subject: Re: Illhaven Remastered and Expanded by Kew

Post Posted: 08 May 2012, 21:32

And there you go!
If there are problems with some screenshots being a bit too dark, please say it. It will still take a while since Photobucket sometimes doesn't load.







This is going to be amazing.
ImageImage

Kew
Skaarj Assassin Skaarj Assassin
Posts: 125
Joined: 27 Apr 2012, 16:20

Subject: Re: Illhaven Remastered and Expanded by Kew

Post Posted: 08 May 2012, 22:06

I see the screenshots are up. Thank you UBerserker for your assistance.

Kew

UB_
Nali Priest Nali Priest
Posts: 7960
Joined: 11 Nov 2007, 21:00

Subject: Re: Illhaven Remastered and Expanded by Kew

Post Posted: 08 May 2012, 23:05

No problem!
ImageImage

User avatar Mister_Prophet
Red Nemesis Leader Red Nemesis Leader
Posts: 3097
Joined: 11 Nov 2007, 23:30
Location: Lost in Oraghar

Subject: Re: Illhaven Remastered and Expanded by Kew

Post Posted: 09 May 2012, 00:59

I'm happy to hear this, and a bit relieved. It's very reassuring to someone who still likes to map for Unreal to see veterans come out of the woodwork with news like this :tup:

User avatar []KAOS[]Casey
Skaarj Berserker Skaarj Berserker
Posts: 426
Joined: 25 Sep 2008, 07:25

Subject: Re: Illhaven Remastered and Expanded by Kew

Post Posted: 09 May 2012, 03:36

hey Kew, will there be any internal testing with online coop to assure no crazy trolling-player can block elevators, or no sequences will be broken? And perhaps other misc things like that flag may not show up online. I know the coop community in unreal 1 is going to totally eat this up and spam it all over the place(just like the original), so it's probably a great idea to do in post-production.

User avatar TheIronKnuckle
Gilded Claw Gilded Claw
Posts: 1967
Joined: 12 Nov 2007, 07:21
Location: Riding my bicycle from the highest hill in Sydney to these forums

Subject: Re: Illhaven Remastered and Expanded by Kew

Post Posted: 09 May 2012, 15:25

Keen. Although one of those shots makes it look like Kew flys in on a magic carpet, please tell me it aint so :P
ImageIgnorance is knowing anything
And only idiots know everything

Kew
Skaarj Assassin Skaarj Assassin
Posts: 125
Joined: 27 Apr 2012, 16:20

Subject: Re: Illhaven Remastered and Expanded by Kew

Post Posted: 09 May 2012, 18:36

Kew's escapades on a magic carpet did not make it out of the alpha version................. Kew is by nature a boatman and will continue to employ that mode of travel. Only Nalis fly...................

Kew

Doublez-Down
Skaarj Warlord Skaarj Warlord
Posts: 993
Joined: 27 Feb 2010, 22:46

Subject: Re: Illhaven Remastered and Expanded by Kew

Post Posted: 11 May 2012, 04:28

Really looking forward to this, as I wasn't around for the first rendition.
I swear to god this forum isn't going to evaporate into ether within the next hour or so. - Bug Horse

User avatar StalwartUK
Skaarj Berserker Skaarj Berserker
Posts: 362
Joined: 11 Nov 2007, 21:31
Location: UK

Subject: Re: Illhaven Remastered and Expanded by Kew

Post Posted: 11 May 2012, 07:46

Having played through Illhaven myself a few years ago I'm very much looking forward to what this new version will bring to the table. I certainly like what I see so far!
StalwartUK

Kew
Skaarj Assassin Skaarj Assassin
Posts: 125
Joined: 27 Apr 2012, 16:20

Subject: Re: Illhaven Remastered and Expanded by Kew

Post Posted: 13 May 2012, 03:28

Update:

New maps are now constructed, textured, lighted and populated. Bugs, glitches etc in old maps have been fixed as far as I can find them. Some new texturing and minor reconstruction to old maps completed. I am now polishing and testing (with Kewmate). This may take a while as any mapper knows. I am about to start on a major additional map (The Great Walled City of Illhaven); whether this makes it into this group I am unsure. So, I will see how it goes.
Thank you all for your supportive remarks (certainly cranks up the pressure......)

Kew

User avatar Gizzy
Skaarj Berserker Skaarj Berserker
Posts: 450
Joined: 02 Feb 2010, 12:55

Subject: Re: Illhaven Remastered and Expanded by Kew

Post Posted: 13 May 2012, 16:34

Will this be using any of 227's new features? Or are you aiming for a pure 225 release (So UT players can use oldskool)?

Kew
Skaarj Assassin Skaarj Assassin
Posts: 125
Joined: 27 Apr 2012, 16:20

Subject: Re: Illhaven Remastered and Expanded by Kew

Post Posted: 13 May 2012, 18:03

I am using unrealpatch 226final. Also, please be aware that some maps employ textures from UT99 (unreal tournament 1). If anyone has diificulty obtaining these UT textures, I am sure this site will assist in locating them. The original Illhaven Winter always did use textures from UT (snow etc).
I hope this helps.

Kew

UB_
Nali Priest Nali Priest
Posts: 7960
Joined: 11 Nov 2007, 21:00

Subject: Re: Illhaven Remastered and Expanded by Kew

Post Posted: 13 May 2012, 18:16

Good idea by making it compatible with UT.
As for the textures I'm pretty sure the S3TC website holds the vanilla UT utx packs too.
ImageImage

User avatar []KAOS[]Casey
Skaarj Berserker Skaarj Berserker
Posts: 426
Joined: 25 Sep 2008, 07:25

Subject: Re: Illhaven Remastered and Expanded by Kew

Post Posted: 14 May 2012, 03:57

Kew wrote:I am using unrealpatch 226final. Also, please be aware that some maps employ textures from UT99 (unreal tournament 1).

You should use 225f because 226f makes the maps incompatible with older versions, 225f is the true universal mapping version... Immediately after release, someone will alter the map with a tool to make it work on the older versions anyway. There's no inherent difference from 225f to 226f for mapping, anyway.

Kew
Skaarj Assassin Skaarj Assassin
Posts: 125
Joined: 27 Apr 2012, 16:20

Subject: Re: Illhaven Remastered and Expanded by Kew

Post Posted: 14 May 2012, 06:30

Thank you. However, I prefer the Direct3D that 226f offers, particularly since I run on Windows 7, as I suspect most other people do too. Or, at least on Vista. And so, the maps have been and will continue to be written in 226f.

Kew

Previous Next

Who is online

Users browsing this forum: No registered users and 28 guests

Copyright © 2001-2024 UnrealSP.org

Powered by phpBB® Forum Software © phpBB Limited