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Exhumed Powerslave II

For discussion and promotion of Unreal Engine single-player campaigns, mapping projects and total conversions.

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User avatar Nali Nemisis
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Subject: Exhumed Powerslave II

Post Posted: 20 Jul 2011, 01:41

By: Nali Nemisis.
Status: Developing Episode 2. Curently modding for oblivion so i wont be able to work on my project.
For any one who played the first Exhumed Powerslave and longs for a second to rise. Then this is your mod project.

Description.
Exhumed Powerslave II is going to have a large amount of levels, all of them split in episodes.

The story is about an alien race known as the killmat want revenge for the slaughter of their queen (The Killmatikan) and the leader of this pact is none other than the fierce killmat know as (Killmathar).

Through the mod you will encounter lots of unreal based enemies (Even the skaarj are being in this mod. You could say that i merge Unreal with Exhumed Powerslave but dont fret it will be good when its done.

The main thing with this mod is its atmosphere, enemies, dark caves, the feeling of desolation and Horror.

There will be no new meshes for this mod since i dont know how to do them. But the killmat will have the same mesh as the mercenary aliens but with the queen celling texture on them. Strange it may sound but it turned out to look soo cool with them.

Episode 1 Screenshots links down here
http://imageshack.us/photo/my-images/16 ... fdoom.png/
http://imageshack.us/photo/my-images/70 ... ields.png/
http://imageshack.us/photo/my-images/65 ... chaos.png/
http://imageshack.us/photo/my-images/65 ... spire.png/
http://imageshack.us/photo/my-images/81 ... alley.png/
http://imageshack.us/photo/my-images/83 ... thive.png/

Episode 1 may look a bit trashy but i was still pretty new att making maps when i made episode 1. The other episodes will look a whole lot better.

Episode 1 Released. Link down here.
http://www.fileplanet.com/221243/220000 ... erslave-II.

Credits.
All thanks for lobotomy software for making the first exhumed powerslave.
And special thanks for Red nemisis's music from their mod 7 Bullets.
And thanks to epic games for making unreal
Last edited by Nali Nemisis on 26 Aug 2011, 11:27, edited 9 times in total.

User avatar AlCapowned
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Subject: Re: Exhumed Powerslave II

Post Posted: 20 Jul 2011, 04:17

There are definitely some interesting designs in those shots (especially the first and fifth shots, imo), but I think some of the skyboxes could use some work. I really like the old school atmosphere that they have.

Also, is this going to be for Unreal or UT? You mentioned Unreal, but you're using Oldskool/UT weapons in some of the shots.

Edit: Now that I know a bit more about Exhumed/Powerslave, I really want to try it. I can see why you'd make a project about it.

User avatar Teridax
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Subject: Re: Exhumed Powerslave II

Post Posted: 20 Jul 2011, 04:26

This year has been pretty good so far. Lots of new projects being announced. :)

The first few shots seem a bit square, the architecture is pretty interesting.
Image

Z-enzyme
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Subject: Re: Exhumed Powerslave II

Post Posted: 20 Jul 2011, 12:15

Wow, another project? Damn, they just multiply! Like rabbits! PUPs => Procreative Unreal Projects...?

User avatar Nali Nemisis
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Subject: Re: Exhumed Powerslave II

Post Posted: 20 Jul 2011, 15:05

this is for Unreal Tournament and i have already fixed the skyboxes but i just didnt make new screenies

User avatar Delacroix
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Subject: Re: Exhumed Powerslave II

Post Posted: 20 Jul 2011, 15:24

What about enemies? Do you have unique egyptian-themed enemies?
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I am the Unreal archivist and historian. If you have something from the past of Unreal that I don't have, do tell.

User avatar Nali Nemisis
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Subject: Re: Exhumed Powerslave II

Post Posted: 20 Jul 2011, 16:47

Well i have the sliths and skaarj but it just so happens that you help the skaarj to find there queen since the killmat kidnapped her and i have resized the sliths and added the lava texture and modulated style on them and added the gasbag projectile instead. And damn the projectiles move fast let me tell you that.

And i made a new weapon. (no custom meshes though) It shoots the krall noob projectile as the weapons first shot. Alternate is the krall elite projectile. The weapons alternate fire mode in episode two is a pulse rifle projectile.

Goin to ask the red nemisis team if i can borrow their music in their mod 7 bullets.

And there are spaceships in this mod you are a member of the USM (United space marines. idea came from seven bullets.) Which means that you will be on space maps and the city Alexandria (which is under attack in episode two.) Might upload episode two screenshots next week.

User avatar Semfry
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Subject: Re: Exhumed Powerslave II

Post Posted: 20 Jul 2011, 17:09

Are you trying to include some sort of map system and upgrades? I think the Metroidvania aspects are one of the most important parts of Exhumed, especially as it was one of the first FPS games to do it.
Formerly Mman

User avatar Nali Nemisis
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Subject: Re: Exhumed Powerslave II

Post Posted: 20 Jul 2011, 17:32

metroidvania not realy sure what you mean

User avatar Semfry
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Subject: Re: Exhumed Powerslave II

Post Posted: 20 Jul 2011, 17:38

The upgrades you got throughout the game and the way you could return to earlier levels and find new things using them.

Unless this is based off the PC version which I've heard didn't have them.
Formerly Mman

User avatar Nali Nemisis
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Subject: Re: Exhumed Powerslave II

Post Posted: 20 Jul 2011, 17:54

this is based on the pc version yes. But i never played the ps1 version of it

User avatar Nali Nemisis
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Subject: Re: Exhumed Powerslave II

Post Posted: 20 Jul 2011, 18:00

and could someone tell me how to make portals bettwen level to level. Since i dont know how to make them.

In this mod you have to click on the level
dont worry ive added the list of the order the maps are going to play

User avatar Delacroix
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Subject: Re: Exhumed Powerslave II

Post Posted: 20 Jul 2011, 23:36

In order to make a working teleporter to another level, do this:

In UnrealEd, open your map and from the Classes browser, select Navigation Point >> Teleporter. Place it on map where the level ends. Right-click on the newly-placed teleporter and select Teleporter Properties (1 Selected). A window with expandable options will pop up. Expand the bottom option, named Teleporter. In the URL line type the following:

NextMapName#playerstart*

Replace the * with playerstart number (so by default type playerstart0). This will allow you to create teleporters that transport you to specific playerstarts if there are more than one on next level.
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I am the Unreal archivist and historian. If you have something from the past of Unreal that I don't have, do tell.

User avatar Nali Nemisis
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Subject: Re: Exhumed Powerslave II

Post Posted: 21 Jul 2011, 20:29

thanks for tellin me

User avatar Nali Nemisis
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Subject: Re: Exhumed Powerslave II

Post Posted: 22 Jul 2011, 22:20

Oh and an important thing.

While the mod is released and all maps done. You will encounter messages that tells you to change map in the start new single player menu. This isent a bug its just because you shouldent have all of you weapons in some of the maps or the translocator. That would be to easy.

So the message ive told about will appear in the mod a few times.

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