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Post Posted: 03 May 2011, 15:04
FraGnBraG wrote:(not-really-related small rant here) It seems UE1 - well, maybe at the the time of Unreal - was limited in some ways... for example, no ability to have a dynamic or "moving zone", like the old complaint about rising/falling lava or waterzone. Like in that level where you're on the merc/slith ship - the second area is all walkways and pools full of green liquid. you fight your way to a room where you push a button, then it does the "loading" thing and when you leave the room tanks are empty, and you jump down to continue on... So they just did a clever little level switch, rather than figure out how to make a sheet/zone move. oh well.
Post Posted: 03 May 2011, 15:22
Post Posted: 03 May 2011, 18:49
integration wrote:...The native code is capable to let Terraniux be one level (a Zone, which switches some variables to that of a Waterzone, when triggered). But things like that or the HUB system would have delayed the release. ... edit: but let the maps with EndGame gametype be short, because you will lose your inventory again when you save and load in these maps. Perhaps you should immeaditely teleport to the next level, when entered.
Post Posted: 03 May 2011, 19:04
Post Posted: 03 May 2011, 20:05
FraGnBraG wrote:I originally had EndGame type for the little cutscene maps, but since the comp rules mentioned 1 endgame, i figured better just have the one.
Post Posted: 03 May 2011, 20:51
Post Posted: 03 May 2011, 22:25
sana wrote: ... "EndGame gametype at all" ...
Post Posted: 03 May 2011, 22:27
integration wrote:... If you want to test your maps with different gametypes, use the console command switchcooplevel mapname?game=gametype , e.g.:switchcooplevel vortex2?game=unrealshare.singleplayerswitchcooplevel nyleve?game=unrealshare.vrikersgameswitchcooplevel nyleve?game=unreali.endgame
Post Posted: 03 May 2011, 22:33
Post Posted: 03 May 2011, 23:19
Post Posted: 04 May 2011, 02:45
redeye wrote:...I know you aint supposed to do that...
Post Posted: 09 May 2011, 16:46
FraGnBraG wrote: ... hopefully i won't have to change my plans too much ...
Post Posted: 09 May 2011, 16:50
Post Posted: 09 May 2011, 19:53
AlCapowned wrote:I think dots made a mutator that lets interpolation points work in co-op, so you could always try that after the contest. I can upload it if you want.
Post Posted: 09 May 2011, 20:21
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