Visit our Discord community hangout and have a real-time talk with the regulars, and keep track of UnrealSP.org developments.
Development on a new site is currently in-progress.
Until then, site contents are available on the Legacy site!
Additionally, newer content written by our staff is available in a temporary subforum.
We sincerely apologize for the delays in recreating the site.
Moderators: Semfry, Doublez-Down, Delacroix, UBerserker, Jigoku
Post Posted: 20 Apr 2015, 16:36
Post Posted: 20 Apr 2015, 18:55
Post Posted: 21 Apr 2015, 15:54
Post Posted: 21 Apr 2015, 18:35
Post Posted: 21 Apr 2015, 19:02
Post Posted: 21 Apr 2015, 19:18
Rarsonic wrote:I love that style of redux, like the Vortex Rikers one in ONP.I guess you took your inspiration from there, Mr. Prophet?
Post Posted: 24 Apr 2015, 13:55
Post Posted: 24 Apr 2015, 14:16
Post Posted: 25 Apr 2015, 01:09
Post Posted: 25 Apr 2015, 17:03
Post Posted: 25 Apr 2015, 19:31
Post Posted: 25 Apr 2015, 23:34
Mister_Prophet wrote:To be honest UB, Team Red Nemesis was pretty informal during the time we made 7B and even more so during RD's peak dev years. Mostly it was a bunch of dudes on irc joking around and occassionally dropping out of the chat to test someone's current map build. Any illusion of cohesion is because I forced people to add to the commentary (a lot of that was taken right out of chat). We did have fun, can't deny that. But here's the thing; a team is just a bunch of people that work well together. We were all prety even in skill and this helps also.
Post Posted: 27 Apr 2015, 13:50
Mister_Prophet wrote:I actually had to go back and add things during testing precisely because people got lost (see Commentary). A big thing that helped was adding light sources in parts of dark rooms where you could find an exit. This seemed to help since people started to trust spots where lights were still working, and generally this is where they needed to go. I also added a cutscene or two in some spots to make sure the player knew that something significant had changed instead of leaving them with what was in the very early version (activation beeps). In retrospect, it may have been better to add white text messages for the screen to help pass concepts along (although we had a new HUD). It was tough because the point was to force people to contend with getting lost and uncovering surprises. Based on team beta testing this may have been the most worked over level in the campaign. I never want people to hit the tilde key but I don't want to cheapen a level either. Even after making several compromises with the team, this one still stopped a lot of players from completing Seven Bullets. I think I'm rather fine with that though. Sometimes knowing that a level I made "beat" someone is better than knowing they breezed through it, strange to say.
Return to “Map Of The Week”
Users browsing this forum: No registered users and 4 guests