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[u227i] Unreal: Resurgence Part 1

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User avatar GamesHarder
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Subject: Re: [u227][ut] Unreal: Resurgence Part 1

Post Posted: 01 Jul 2014, 16:48

WarLord cannon. :D LIKE

User avatar AlCapowned
Skaarj Warlord Skaarj Warlord
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Subject: Re: [u227][ut] Unreal: Resurgence Part 1

Post Posted: 23 Jul 2014, 19:33

I know it's been a while since we gave an update, but we're still working on stuff. I decided to make an HD HUD (which can been seen in the second post), so now there are three HUDs that you can choose. There's the original Unreal-sized HUD, the larger one, and an HD one that is much easier to read on modern displays.

This is probably the last update you'll see from me, since there isn't much more I have left to do as far as major features go.

Doublez-Down
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Subject: Re: [u227][ut] Unreal: Resurgence Part 1

Post Posted: 02 Oct 2014, 17:52

In the essence of keeping people updated, things are moving along nicely on this pack. I've finished the vast majority of my crypt-themed map, and it just needs some interlinking bits added later. I will also begin work on another map in the next few days. I'm definitely excited to see how the community receives this pack, as I think it will quickly makes its way to the top of the "medium-sized campaign" playlist.
I swear to god this forum isn't going to evaporate into ether within the next hour or so. - Bug Horse

User avatar Jblade
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Subject: Re: [u227][ut] Unreal: Resurgence Part 1

Post Posted: 05 Oct 2014, 13:00

Thanks for the progress update, definitely looking forward to playing this!

User avatar AlCapowned
Skaarj Warlord Skaarj Warlord
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Subject: Re: [u227][ut] Unreal: Resurgence Part 1

Post Posted: 05 Oct 2014, 16:42

Here's the overall status of the maps in part 1:
-Flyby (Teridax): Done
-Intro Part 1 (Teridax): Done
-Intro Part 2 (Teridax): Done
-Map 1 (Teridax): Done
-Map 2 (Teridax): In progress
-Map 3 (Tronovision): In progress
-Map 4 (Doublez-Down): Pretty much done aside from connections to maps 3 and 5
-Map 5 (Doublez-Down): To be started soon
-Map 6: Not started yet
-Extro for Part 1: Not started yet

As for me, there are a few things that I still have to do with the pack's system files:
-Add some things for planned scripted sequences
-Make some changes to the weapons (hoping I can pull off the third firing mode for the stunner)
-Add HUD and item replacement mutators
-The UT version is tested and working with all of the maps, I just have to keep it up to date with the Unreal version.

I think Doublez-Down, Tronovision, and Teridax have all made really good maps so far. All three of you guys make me wish I had the patience to learn how to make maps, and I also look forward to seeing the finished pack.

User avatar AlCapowned
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Subject: Re: [u227][ut] Unreal: Resurgence Part 1

Post Posted: 10 Oct 2014, 16:59

Two new images from the 2nd playable map:

Image


Image

UBerserker
Nali Priest Nali Priest
Posts: 7920
Joined: 11 Nov 2007, 21:00

Subject: Re: [u227][ut] Unreal: Resurgence Part 1

Post Posted: 12 Oct 2014, 10:15

Don't think I have ever asked it but, what do you do with Nali here? I'm pretty sure they won't like any Skaarj.
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User avatar Teridax
Skaarj Warlord Skaarj Warlord
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Subject: Re: [u227][ut] Unreal: Resurgence Part 1

Post Posted: 12 Oct 2014, 16:18

They definitely won't be friendly to the player, but they're not going to be fully-fledged enemies like ONP's zombie Nali. You do get points for killing them, though, and they will make a fair number of appearances.
Image

User avatar Teridax
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Subject: Re: [u227][ut] Unreal: Resurgence Part 1

Post Posted: 27 Nov 2014, 17:34

Here's an updated shot of the village. One of the Mercenary ships that attacked the Queen's Blade made an emergency landing and was disabled by the storm. The Mercenaries are now occupying the village, and while you can't enter their ship, you will come across a few groups of mercs in this map.

Image

User avatar SteadZ
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Subject: Re: [u227][ut] Unreal: Resurgence Part 1

Post Posted: 28 Nov 2014, 11:44

I got a really weird feeling of Deja Vu when I saw that picture for some reason...

Cool ship though, reminds me of the random Merc ships you see in the Unreal Beta, and I look forward to slaughtering them dang Bio-Engineers as a Skaarj :D

.......
SZ
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User avatar ividyon
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Subject: Re: [u227][ut] Unreal: Resurgence Part 1

Post Posted: 28 Nov 2014, 15:55

It looks nice! However, I feel the village itself is somewhat featureless; it needs some geometry to break up those long surfaces. Make it look more lively, like an actual location people would live in; add windows to the houses, perhaps some fires along the wall!
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UBerserker
Nali Priest Nali Priest
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Subject: Re: [u227][ut] Unreal: Resurgence Part 1

Post Posted: 28 Nov 2014, 16:01

Nice 7Bullets reference!
ImageImage

User avatar AlCapowned
Skaarj Warlord Skaarj Warlord
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Subject: Re: [u227][ut] Unreal: Resurgence Part 1

Post Posted: 30 Nov 2014, 01:24

What's the reference?

UBerserker
Nali Priest Nali Priest
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Subject: Re: [u227][ut] Unreal: Resurgence Part 1

Post Posted: 30 Nov 2014, 10:33

AlCapowned wrote:What's the reference?


Perhaps it wasn't intentional but the Mercenary ship + the red light really reminds me of the Scarred One encounter next to the fallen Terraniux, and of the whole subplot of the crazy guy about theme.
ImageImage

User avatar AlCapowned
Skaarj Warlord Skaarj Warlord
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Subject: Re: [u227][ut] Unreal: Resurgence Part 1

Post Posted: 21 Jan 2015, 18:31

Things are still progressing. I've been fixing bugs, and Teridax improved map 2's village with ividyon's suggestions. He is still expanding the map and adding some really neat scripted sequences. I'm also happy to say that SteadZ has joined the team as a mapper! \o/

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