Hooray! Kew has kept his promise; the recently announced Illhaven 2012 project is now available in beta state. You can find the download link at the relevant UnrealSP forum thread.
Make sure to check it out and to give feedback on any issues that need to be ironed out before the full release!
[u1] Illhaven 2012 released
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- ividyon
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Subject: [u1] Illhaven 2012 released
Post Posted: 02 Jun 2012, 13:39
UnrealSP.org webmaster & administrator
- lowenz
- Skaarj Scout
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Subject: Re: [u1] Illhaven 2012 released
Post Posted: 03 Jun 2012, 00:46
Thanks!
Perfect for 14 years of Unreality
Perfect for 14 years of Unreality
Both the man of science and the man of action live always at the edge of mystery, surrounded by it - J.R.O.
Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody sees - E.S.
Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody sees - E.S.
- zeroth
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Subject: Re: [u1] Illhaven 2012 released
Post Posted: 08 Jun 2012, 05:58
I just came. And now I'm downloading this.
- Monkofmagnesia
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Subject: Re: [u1] Illhaven 2012 released
Post Posted: 11 Jun 2012, 04:01
How wonderful it was to return to the world of Illhaven! I did not realize how much I missed it until I went back. Illhaven is now divided into nine sections, and, it seems, you do no0t have to play each section in order. I played this just as I played the original Illhaven (as I play Unreal Gold). I played it in Unreal Tournament. I had absolutely no problems, and it took two days for me to complete. i was sad it was over, and look forward to the final version.
- Kew
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Subject: Re: [u1] Illhaven 2012 released
Post Posted: 11 Jun 2012, 18:09
Monkofmagnesia, thank you very much for your remarks! Glad you enjoyed it. It is comments like yours that encourage me to continue with the additional maps I am doing, to be included in the final version of this series.
- Jigoku
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Subject: Re: [u1] Illhaven 2012 released
Post Posted: 11 Jun 2012, 23:11
I'm gonna try this ONCE I find Unreal Tournament for one lousy texture package...
Trying to get back into the swing of things.
- UB_
- Nali Priest
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Subject: Re: [u1] Illhaven 2012 released
Post Posted: 11 Jun 2012, 23:14
unrealtexture website should have all the utx packages
- Jigoku
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Subject: Re: [u1] Illhaven 2012 released
Post Posted: 11 Jun 2012, 23:16
Yeah but I want to install UT anyway for....alot of reasons. XD
Trying to get back into the swing of things.
- bob
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Subject: Re: [u1] Illhaven 2012 released
Post Posted: 12 Jun 2012, 00:40
For anyone thats lazy.
Here are links to download the necessary textures.
UTTech1
city
ShaneChurch
UT
While I am here I may as well say the maps look great.I apperciate your come back after all the years to remaster and continue the maps.
I am not sure if this is the exact place to discuss the bugs with the pack , but i have one odd complaint,
In illhaven_107 there are patrolpoints that tell the kralls to playanimation Sequence 'Waiting' Witch doesn't exist in the krall mesh , Causing a stream of about 25+ script errors.
After thinking about this a bit , I realized you likely did this on purpose to make the krall disappear. But instead of using a bug to make this work , Why not a tiny bit of custom script on a custom patrolpoint/trigger to make them bhidden / transparent texture etc for there ghostly disappearing act?
I know it dosnt effect gameplay in any way , but its all in the details.
Here are links to download the necessary textures.
UTTech1
city
ShaneChurch
UT
While I am here I may as well say the maps look great.I apperciate your come back after all the years to remaster and continue the maps.
I am not sure if this is the exact place to discuss the bugs with the pack , but i have one odd complaint,
In illhaven_107 there are patrolpoints that tell the kralls to playanimation Sequence 'Waiting' Witch doesn't exist in the krall mesh , Causing a stream of about 25+ script errors.
After thinking about this a bit , I realized you likely did this on purpose to make the krall disappear. But instead of using a bug to make this work , Why not a tiny bit of custom script on a custom patrolpoint/trigger to make them bhidden / transparent texture etc for there ghostly disappearing act?
I know it dosnt effect gameplay in any way , but its all in the details.
- Kew
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Subject: Re: [u1] Illhaven 2012 released
Post Posted: 12 Jun 2012, 05:18
bob, appreciate what you say.
The Black Raven Inn (107) was kind of an experiment in getting krall to act differently (frozen, deaf, shortsighted, sleeping on guard and all that kind of thing). So I fiddled around with the properties until I got them to act like I wanted. That was a long time ago..... like in the last millenium......
Anyway, thanks for the input.
The Black Raven Inn (107) was kind of an experiment in getting krall to act differently (frozen, deaf, shortsighted, sleeping on guard and all that kind of thing). So I fiddled around with the properties until I got them to act like I wanted. That was a long time ago..... like in the last millenium......
Anyway, thanks for the input.
- Kew
- Skaarj Assassin
- Posts: 125
- Joined: 27 Apr 2012, 16:20
Subject: Re: [u1] Illhaven 2012 released
Post Posted: 21 Jun 2012, 21:43
Final Illhaven 2012 released today. Go to Project Presentation thread for link'
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