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[RELEASED] [UT] The Last Fortress - Final

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

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User avatar Buff Skeleton
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Subject: [RELEASED] [UT] The Last Fortress - Final

Post Posted: 31 May 2010, 17:47

Developer: Lord Waffnuffly "War Bonnet" Letz
Status: Released

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Synopsis: Having battled through hell to reach this place, you are finally on the last leg of your journey. The enemy is omnipresent and unending, but you won't let them stand in your way. One final task remains - one final step towards the start of a new revolution.

Latest News: Released!

Notes: The rope/ladder/climbing code that qtit graciously provided is a bit strange to get used to. What you should remember is that NOT pressing any movement keys while climbing will help you out a lot - simply get onto a rope/ladder/giant snake/intestine and LOOK UP. Don't move left or right or up or down. You can stop moving by looking straight out (and even turn around to shoot stuff), or you can look down to climb back down. Otherwise, yes, it's a little difficult.

Requirements: UT436 and Oldskool Amp'd

Downloads:
http://www.filefront.com/16746815/TheLa ... sFinal.rar
http://www.mediafire.com/?yzzntojmnkz
Last edited by Buff Skeleton on 18 Dec 2010, 23:15, edited 10 times in total.
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User avatar Buff Skeleton
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Subject: Re: [ut] The Last Fortress - Final

Post Posted: 31 May 2010, 17:54

To-Do List:


  • Optimize some geometry

    This was the one thing that was pretty much impossible to do, but don't worry, it still is stable enough to be playable.

  • Polish gameplay balance
  • Add coop support
  • Fix any bugs that arise
  • Fix a scriptlog thing with the SK-6
  • Make the hidden chain path more visible
  • Add a teleporter for coop for the boss fight
  • Fixed start weapons for coop
  • Fixed some broken effects for coop
  • Tweak the boss's projectiles/health for varying difficulty levels
  • Make the Skaarj spawn closer to you on that one tower, you know the one, yeah you do, I know you know....... bitch

Let me know what else I'm missing, specifically, please!
Last edited by Buff Skeleton on 14 Jun 2010, 17:43, edited 3 times in total.
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User avatar Hellscrag
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Subject: Re: [ut] The Last Fortress - Final

Post Posted: 31 May 2010, 18:14

This thread probably won't be around for too long, so shall we just move it to Upcoming Maps rather than having two separate threads?
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Life is what you make of it.

User avatar Buff Skeleton
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Subject: Re: [ut] The Last Fortress - Final

Post Posted: 31 May 2010, 18:20

Indeed.
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User avatar Psychomorph
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Subject: Re: [ut] The Last Fortress - Final

Post Posted: 31 May 2010, 22:38

Please make it being a huuuuge map, not just a quick runthrough.
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User avatar UBerserker
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Subject: Re: [ut] The Last Fortress - Final

Post Posted: 31 May 2010, 22:41

It's already one worldhuge map.
EPISODE 2 RELEASED - Up to seven maps of the redesigned campaign.
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User avatar Buff Skeleton
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Subject: Re: [ut] The Last Fortress - Final

Post Posted: 01 Jun 2010, 00:28

Psychomorph wrote:Please make it being a huuuuge map, not just a quick runthrough.

Uh, what?

Don't play on Easy/Medium and it takes a couple hours.
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User avatar shawnd123
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Subject: Re: [ut] The Last Fortress - Final

Post Posted: 01 Jun 2010, 03:44

dude..... I love this map........
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User avatar jackrabbit
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Subject: Re: [ut] The Last Fortress - Final

Post Posted: 01 Jun 2010, 05:10

I think a coop session should happen when the final is released. UnrealSP The Last Fortress online coop on Unreal difficulty.

User avatar ElectricIce
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Subject: Re: [ut] The Last Fortress - Final

Post Posted: 01 Jun 2010, 06:31

I would come for that Jack

User avatar UArchitect
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Subject: Re: [ut] The Last Fortress - Final

Post Posted: 01 Jun 2010, 14:51

jackrabbit wrote:I think a coop session should happen when the final is released. UnrealSP The Last Fortress online coop on Unreal difficulty.


unreal difficulty my ass, nightmare difficulty

User avatar UBerserker
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Subject: Re: [ut] The Last Fortress - Final

Post Posted: 01 Jun 2010, 15:11

Yeah that. TLF wasn't hard enough (but always amazingly enjoyable).
EPISODE 2 RELEASED - Up to seven maps of the redesigned campaign.
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User avatar Buff Skeleton
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Subject: Re: [ut] The Last Fortress - Final

Post Posted: 01 Jun 2010, 15:25

Screw you guys, I'm adding 500 warlords >:E

Warlords with rapidfire SK-6s >:E
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User avatar Core
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Subject: Re: [ut] The Last Fortress - Final

Post Posted: 01 Jun 2010, 17:46

Since coop support is on your list, here are some minor coop issues that come to mind when thinking of TLF:

The logblinker thing is not working in coop:
Checked the code, there are many ways to fix this, easiest would be setting its remoterole=ROLE_SimulatedProxy in defprops & define the blinking state as auto simulated, instead of just auto.

Perhaps add:

Code: Select all

 if (Level.NetMode == NM_DedicatedServer) GoToState('','');

under the BEGIN: label

There's no point in having it blinking on the server itsself, just a waste of resources :P.

The 4 shockball like effects (TLFioncharger?) that spawn each time before the Big Tesla Cannon discharges, won't disappear in coop. reason: same prob as above I guess. (check for states missing the "simulated" keyword / incorrect remoterole)

Other things affected as well: ionflash, ionsomethingelse... (don't remember sry)

Don't put more then 4 weapons together so player picks them up at the same time. This will mess up his touch array in network games (at least for gametypes that don't check for valid touching with the touching array first). What then happens is player keeps picking them up continuously a million times after leaving the spot, can be very annoying.

I'd keep the current weapons at start for SP but with bNet=False, and add them in a row at the starting Port with bSinglePlayer=False.


In ecoop we use a save credits system, so players can save their location anywhere in a map, loosing a credit. I imagine servers who don't use something similar would appreciate coopplayerstarts that get enabled/disabled based upon the progress, but that's up to how you want the gameplay to be for coop.

A warlord swarm with sk6 projectiles would be badass :twisted:

Just an idea: there's this area when u finished the water bridges, just ahead the sk6 weapon, perhaps you can trap the player there, by closing those giant gates for a while or through button control (without forgetting coop support :D ).

User avatar shawnd123
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Subject: Re: [ut] The Last Fortress - Final

Post Posted: 01 Jun 2010, 17:53

Waffnuffly wrote:Screw you guys, I'm adding 500 warlords >:E

Warlords with rapidfire SK-6s >:E

NOOOOOO!!!!!
yea i know i'm a noob
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