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Post Posted: 09 Mar 2017, 12:56
Post Posted: 09 Mar 2017, 13:01
Post Posted: 09 Mar 2017, 13:36
Post Posted: 09 Mar 2017, 16:21
Mister_Prophet wrote:Oh wow, interesting new format. I'll have to comment more when I have time next week. In the meantime, I'm okay with any past team members coming forward to talk about old RD dev stuff since the project has mutated so many times over the years. Zyn would have the most to share, I'm sure.
Post Posted: 10 Mar 2017, 16:44
Post Posted: 11 Mar 2017, 16:44
Mister_Prophet wrote:On the topic of platform, it's no secret I wanted to move to either U2/UT2K3 as far back as Xidia 2 (what became 7 Bullets), but my personal issues mapping efficiently on that platform prevented me from embracing it. I do remember having debates with Zyn about moving RD forward several times, but as I recall it never got passed conversation.
There is one area I am particularly proud of, a segment set in a darkened set of connected hallways that lead to a power room, which has a panel that turns on the lights in the pre-mentioned hallways. These were the first new bits of mappage I made for 7 Bullets and thus appear in the very first released pimpage screenshot which is currently displayed on the Unrealsp.org upcoming map packs page. These hallways actually have a background story. They started out as left over parts of the Redux'd Outpost 3J in my revamped Skytown Redux map. I originally had them used in a segment of that pack where the player joined forces with a group of Nali Freedom fighters to take on a barrage of Skaarj warriors. That sequence never actually happened due to....well I'm lazy. It was actually these first hallways that kickstarted all the conceptual ideas for the basic story of 7 Bullets.
Post Posted: 11 Mar 2017, 18:49
Post Posted: 11 Mar 2017, 23:13
UBerserker wrote:Actually I'm referring to the fact that there was an idea of moving RD to UE3, lol, which I can't think of any advantages of doing this considering that already in the UE3 era you seriously needed a proper team dead-on on finishing a project.
UBerserker wrote:I was also told that RD's original ending was supposed to be over the top crazy and that it didn't really make any sense. I also think I read that some of the semi-completed maps (or completed, I don't know) looked really cool - there was a mapper named SeeD who I remember from the previous golden decade of UnrealSP that made some amazing stuff. There were screenshots of those but now thy are just gone with the old forums. USAAR apparently left really early I guess, also? Was he even able to script any of the new features?Meanwhile zyn has disappeared again :<
Post Posted: 12 Mar 2017, 00:25
Post Posted: 12 Mar 2017, 18:35
Mister_Prophet wrote:All the maps you saw are still around, for the most part. SeeD's stuff is really great but heavy on BSP. There was one screenshot we used from a map that I added to and it was quite large. And it may never see the light of day just because it's spectacle and not very good for gameplay.
Post Posted: 12 Mar 2017, 20:55
UBerserker wrote:Why though will it never see the light of the day? I mean, unless it's really something atrocious (but you're saying it's a "spectacle" so) I don't see the point not releasing it after wasting a lot of effort in creation.
UBerserker wrote:I've been generally against this sort of "wish that unfinished stuff are better to be released if worthy instead of never ever" but considering the state of the Unreal 1 community as of late I'm becoming extremely vocal about the idea of releasing ready and playable content if the authors themselves have no idea when and IF their mappack release will be ever finished. I have no idea what's the status of RD now, anyway.
UBerserker wrote:Did darthweasel made a map for RD? I remember him being around quite often post 7Bullets (not even sure if he did another MP map either)
Post Posted: 12 Mar 2017, 23:18
Mister_Prophet wrote:SeeD made several map "sections" for Residual Decay, the largest of which was the "main window room" of a very early underwater base concept I concocted as a level idea in 2005.
Mister_Prophet wrote:When the story changed for Residual Decay these levels were repurposed for Xidia Black, the working title for a remake project for Xidia that would merge both Xidia campaigns into one unified story with updated maps, voice acting, and gameplay. About 60% of the levels for this are done and have been planned to be Episode 2 of Residual Decay as of 2013, which is when I started rethinking the whole thing as an episodic release. If this actually happens, Darth's level will be played.
Post Posted: 13 Mar 2017, 03:57
Post Posted: 13 Mar 2017, 04:03
Buff Skeleton wrote:XSM was fucking hilarious because of the machine mags. I remember playing that with EBM and Gundy, and Gundy would just run around spamming dual machine mags at people without even trying to take evasive action. Surprisingly effective. And I would use the grenade launcher pretty much constantly, and I remember also managing to trick EBM by feigning death a few times. Good times.
Post Posted: 13 Mar 2017, 04:53
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