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: zYnthetic, ividyon, Semfry
Post Posted: 24 May 2011, 14:10
Post Posted: 24 May 2011, 22:17
Post Posted: 25 May 2011, 02:17
Post Posted: 25 May 2011, 03:43
Post Posted: 25 May 2011, 18:04
Frieza wrote:Well that was definitely not what I expected to see from the shots above
Post Posted: 26 May 2011, 06:31
Post Posted: 26 May 2011, 08:59
Post Posted: 26 May 2011, 09:32
UBerserker wrote:Architecture doesn't need to detailed, it just needs to be right.
Post Posted: 26 May 2011, 18:34
diamond wrote:Instead of deleting, you can hide them as well.
Post Posted: 27 May 2011, 17:31
Post Posted: 27 May 2011, 19:05
Kaka wrote:Try moving all the brushes around, or check for doubled actors.
Post Posted: 08 Jun 2011, 03:44
Post Posted: 15 Jun 2011, 19:40
Post Posted: 15 Jun 2011, 20:21
LOL_PEANUTS wrote:Well, I've been hard at work with a new map over the last couple of days. It's just not the same, though. The other map had really promising gameplay and a nice layout, as well as a long playtime. I wish I could've gotten the bugs out of it.This one will make it to the contest, it'll be really short though, maybe three times the length of the Speedmine. At least it's something.
Post Posted: 16 Jun 2011, 08:18
Waffnuffly wrote:Who knows, you might win by default if no one else submits anything!
Return to “10th Anniversary Speedmapping Contest”
Users browsing this forum: No registered users and 5 guests