ividyon will never get this done, will he.

[UT] Χέοψ ~Cheope~ DORADO

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UBerserker
Nali Priest Nali Priest
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Joined: 11 Nov 2007, 21:00

Subject: Re: [UT] Χέοψ ~Cheope~ DORADO

Post Posted: 24 May 2018, 19:25

New small patch available. This is the final -final- version of this map. I had no time to repackage for now, so just get what's inside the google drive folder.
Precache setting turned on is really good on this level.

Mister_Prophet wrote:

alerting you on this as I said in the review thread

Image
  • MAP CHANGES
    • Xeops' own texture pack and texturing have been updated, including macro "bumping" support.
    • The secret Combat Boots have been removed.
    • The secret Turbo Helm has been replaced with a Kevlar Suit and a Shield Belt.
    • Three Clips and one Minigun ammo pack removed in the Horus pool area.
    • Krall Elites do not appear anymore in the Horus pool courtyard - only regular Krall do. This also stops the weird clashes between them.
    • The message related to the above change found in the same area do not mention anymore the Krall going haywire due to the high environmental temperature.
    • The Krall Seers in the Horus pool courtyard now appear on all difficulties.
  • ITEM CHANGES
    • Chainsaw damage increased from 40/220 to 65/255.
    • Quadshot's primary fire single shell damage increased from 13 to 14.
    • Shock Rifle's headshot damage increased from 180 to 240.
    • Pulse Gun's primary fire orb damage decreased from 30 to 25.
    • Pulse Gun's secondary fire beam damage decreased from 170 to 150.
    • Regular Ripper's razor blades damage buffed: from 30/180 to 45/225 (regular/headshot).
    • Ripper's explosive blades damage buffed from 80 to 115.
    • Accuracy of Svarog's firemodes slightly increased.
    • Minigun's main damage decreased from 8 to 6 (random damage remains 24).

DOWNLOAD THE PATCH HERE
Last edited by UBerserker on 26 Jul 2018, 10:59, edited 1 time in total.

UBerserker
Nali Priest Nali Priest
Posts: 7886
Joined: 11 Nov 2007, 21:00

Subject: Re: [UT] Χέοψ ~Cheope~ DORADO

Post Posted: 15 Jun 2018, 22:12

Small note: finally updated the XeopsDorado.7z pack with the last changes. If you never downloaded the release beforehand then the separate patch isn't necessary anymore; otherwise if you forgot to update but had the original Dorado version, you can still use the separate patch link in the post above.

UBerserker
Nali Priest Nali Priest
Posts: 7886
Joined: 11 Nov 2007, 21:00

Subject: Re: [UT] Χέοψ ~Cheope~ DORADO

Post Posted: 11 Jul 2018, 10:47

Visibility/notoriety bump!

Note to those who didn't see the MOTW thread, you can see a playthrough here. This was for the original DORADO ver, not the final one above (it mostly differs for texture choices in terms of noticeability)

https://www.youtube.com/watch?v=LNqGxs500mg

I have dropped any plan to make a sequel since it isn't necessary, not too many people around and I have to move on with life. I'd really wish this could be ported to 227.

UBerserker
Nali Priest Nali Priest
Posts: 7886
Joined: 11 Nov 2007, 21:00

Subject: Re: [UT] Χέοψ ~Cheope~ DORADO

Post Posted: 25 Jul 2018, 21:50

It's Summer and it's hot so I replayed this map and decided that few more stuff needed to be fixed, also tomorrow pegboard nerds and knife party are releasing an egyptian-sounding collab so I really felt like releasing a new patch.


New patch updates UB01-Xeops.unr and XpsEgyptSet.utx, changes are the following:
  • More texture changes to make UT's lowres Egypt textures less prevalent, and a more rocky exterior for the Ziggurat.
  • Various lighting fixes under the sunlight (blackness or wrong illumination).
  • One smoke generator removed on the way to the Ziggurat for performance purposes.
  • The second Reptloid ambush (the 4x one directly after the first) will have two of them not appearing on Easy and Medium difficulties.
  • The Skaarj+Krall wave after the first round of the final boss fight will now consist of 7 spawns instead of 8 on Easy/Medium/Hard, 14 instead of 16 on Unreal difficulty.

Download here.
It's the OP repackage link, since when compressed in a 7zip it's just smaller than giving out the modified files. The only things that have been updated are the map and the Xeops' texture file, as well as the readme.

Thread will be kept bumped to top for the foreseeable future. Also updated the shots at the end of the main page, with imgur links.

User avatar ividyon
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Subject: Re: [UT] Χέοψ ~Cheope~ DORADO

Post Posted: 29 Jul 2018, 21:46

I finally got around to playing Xeops! It was a worthwhile experience and a fun 1h40 to spend.

I played on Medium difficulty. I was a big fan of the architecture and massive scale of the level; very well one of the largest Unreal spaces I know! The mobility boost from "quadshot-jumping" with the Quadshot's altfire came in handy when traversing the large areas, though apparently it was not intended. :D

The gameplay was rather curious; in my opinion, the Minigun was a bit too "perfect" with its pinpoint accuracy and ability to laserbeam enemies across the map, as well as the massive amounts of ammo and strong damage. I barely found myself using weapons such as the Freezer or Ripper; anytime I did, I put myself at a huge disadvantage.

I found the difficulty to show a jarring jump from "super easy" to "nail-bitingly hard". Also, not being aware that I'll have to backtrack the entire way, I used a bit too many resources and health packs on my first round through the level, only to find myself missing health for the return trip. This is mostly mitigated by health fruit in the gardens, but it felt odd that I would be led to use up all the "super health" (UT health packs going beyond 100 HP) first, and then be forced to feed off Unreal medpacks and fruit later to sustain myself.

There were also other gameplay choices I disagreed with, such as the SK6 Brutes at the bottom of the stairs to the main pyramid, and the several enemy types with undodgeable seeking missiles which represent "unavoidable damage".

But overall, it was a fun romp, with outstanding graphics. And whatever issues I had with the gameplay didn't stop me from finishing and enjoying it! The way that translator messages were set up to explain *any* possible question one might have had about the setting (Such as "why are enemies teleporting in? Why are there supplies lying around in this temple?") was almost cute; UB's setting has almost no blind spot. :D

Keep it up UB! But in 227 next time! ;)
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UBerserker
Nali Priest Nali Priest
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Subject: Re: [UT] Χέοψ ~Cheope~ DORADO

Post Posted: 01 Aug 2018, 18:33

ividyon wrote:I finally got around to playing Xeops! It was a worthwhile experience and a fun 1h40 to spend.

I played on Medium difficulty. I was a big fan of the architecture and massive scale of the level; very well one of the largest Unreal spaces I know! The mobility boost from "quadshot-jumping" with the Quadshot's altfire came in handy when traversing the large areas, though apparently it was not intended. :D


Aww yeah. For everyone, the playthrough misses two secrets (one of these involving a miniboss in the opposite courtyard of the Predators) and an optional Fighter spawning in the Horus pool area as you get back.

I was completely unaware of the Quadshot's secondary fire's momentum push. Blockplayers were all around the place for pure precaution but yeah you can skip some stuff like the battle before the big pyramid. The one time you touched the coop teleport was an ultra lucky accident.

I will probably ask Feralidragon for some help, he understands weapon code MUUUUUUCH MORE than me because I can't figure out the oldskool Quadshot code (it's written horribly - but I can at least set to recharge three ammo per time instead of one).

ividyon wrote:The gameplay was rather curious; in my opinion, the Minigun was a bit too "perfect" with its pinpoint accuracy and ability to laserbeam enemies across the map, as well as the massive amounts of ammo and strong damage. I barely found myself using weapons such as the Freezer or Ripper; anytime I did, I put myself at a huge disadvantage.

The Ripper IS strong - but you need to aim for the head, or whatever is the head's collision value. The damage is 225 and at that ROF you can tear down enemies in no time (especially Brutes and the huge Krall). I will not buff the damage but I may increase the target box height for headshots.

The Freezer is more of a bonus tool that you use when you just feel like it. The damage is generally high but there are enemies that resist it including the final boss (only one optional mini-boss, which you didn't face, is weak to it).

The Minigun is fine I guess. Most of the gameplay was designed with this weapon in the mind, and it's probably a good thing that after 20 years in Unreal the Minigun becomes a star weapon in a map instead of being completely useless. It was something that I really wanted to achieve.

ividyon wrote:I found the difficulty to show a jarring jump from "super easy" to "nail-bitingly hard". Also, not being aware that I'll have to backtrack the entire way, I used a bit too many resources and health packs on my first round through the level, only to find myself missing health for the return trip. This is mostly mitigated by health fruit in the gardens, but it felt odd that I would be led to use up all the "super health" (UT health packs going beyond 100 HP) first, and then be forced to feed off Unreal medpacks and fruit later to sustain myself.


The UT health packs going beyond 100 is only specified in the OP post's story info. No idea how to hint it in-game without some forced exposition (which I personally think there's a lot of).
Generally once you learn where are the items and what they give you it becomes very easy.

ividyon wrote:There were also other gameplay choices I disagreed with, such as the SK6 Brutes at the bottom of the stairs to the main pyramid, and the several enemy types with undodgeable seeking missiles which represent "unavoidable damage".

The homing stuff ain't going away because I wanted some NOTICE-ME enemies that require priority over all, as well as promoting aggressive/reactionary game styles. Killing things asap is a better strategy because no matter what you do, you'll eventually get hit by bolts. Getting overwhelmed in a corner is the worst thing that can happen.

The SK6 Brutes though are something I have to rectify. I never liked that portion and every time I patch this map I forget about it. Simply put I don't have a legit replacement, otherwise I can force the Brutes to never move or to make their mortars non-instakill.

ividyon wrote:Keep it up UB! But in 227 next time! ;)

Heh. If I had to do a sequel to Xeops (just one) the only option is to stay with the same framework (the gameplay part is too essential) and there's one bizzarre concept I'd like to do. I've yet to decide anything. Proph also is nowhere atm so I'm not expecting any review soon, which means I can work on another patch for this at least.

Thanks again!

Doublez-Down
Skaarj Warlord Skaarj Warlord
Posts: 990
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Subject: Re: [UT] Χέοψ ~Cheope~ DORADO

Post Posted: 06 Aug 2018, 17:57

I like pretty much all things ancient Egyptian and this looks like a fun romp. I always found the Egypt texture set difficult to light well, with always having too many dark spots and some random black spots here and there. I do like the scale of the place, and it's in keeping with Egypt's massive temples. I've played way too much Assassin's Creed Origins in the past few months, but it's still cool to go back and see some old Unreal Egyptian content. Nice work UB.
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