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Post Posted: 04 Feb 2008, 07:45
Post Posted: 15 Feb 2008, 13:47
Post Posted: 18 Feb 2008, 01:59
Shadow wrote:argh.. -.- no one posted yet...as you may remember I told you about my old computer and the related impossibility of playing M:R, now I've a new one and played it, on the one hand it archives the old charme pretty good on the other hand I recommend map improvements under keeping the old charme alive, that's quite a difficult task, but you can archive that "omd I'm doomed on my own ship.."-feeling with better looking maps, but all in all it's a huge pack of contents and I enjoyed playing it, I'm also looking forward to help you adapting my SDK to suite your mod
Post Posted: 19 Mar 2008, 01:38
Post Posted: 25 Mar 2008, 05:34
Post Posted: 25 Mar 2008, 22:58
Worst first; "Welcome to the Revolution..." has a bug where the end teleport is outside of the level, making it completely impossible to finish the level, how the hell did that get through testing?
Post Posted: 25 Mar 2008, 23:43
Mman wrote:This is a room in the first level, clips are here and can be collected, but are invisible, this is an issue in various levels, but I just showed this one as an example.
Mman wrote:This Woman is dead, but like this, it may just be a UT issue and not a Resurrection one, but I posted it anyway.
Mman wrote:This is near the start of "Cool Fusion", there is a zone portal here that seems distractingly placed; there are many enemies in the next room (and it's only a room) and the portal leads to several weird glitches in fighting them, it would probably be better off removed.
Mman wrote:The lava here (the start of "Fire!" (etc) ) does nothing, and isn't even a liquid, meaning the only way out if you fall in is a grenade jump.
Mman wrote:What are you supposed to do here? I recall shooting a switch or something in the original game, but I had to fly to use the terminal and exit here.
Mman wrote:There are MANY health terminals with the triggers set up wrong to either make them near unusable or outright unusable. I just posted the worst here; the start of "Habe Quiddam" requires you to go through lava, and with this terminal not working you could potentially get totally stuck.
Mman wrote:The fog here (in "Two Times Two Equals...") made the FPS SO bad it made the game near-unplayable until I turned off volumetric lighting (and I should be able to handle UT easily and then some). There are other places like this, but this was the worst.
Mman wrote:This switch in "Two Times Two Equals..." is unusable.
Mman wrote:The "prison" textures here are scaled too small, removing the creepy effect of the original games ones and just looking odd.
Mman wrote:How are you supposed to get back? I recall no issues in the original game here, but I had to grenade jump when playing Resurrection.
Mman wrote:This "jumping" puzzle is very easy in the original game due to the physics, but it's incredibly hard in Resurrection and should be rethought (the fact you can't exit the level after making it as it is also a kick in the balls ).
Mman wrote:I couldn't seem to pick up any of the items in this hidden cache in "Couch Fishing"
Post Posted: 26 Mar 2008, 01:58
Wail wrote:-Enforcers I never had a problem with in the game, although that's mostly because the alien weapon is much better than the original. (I wonder why you say that the alien weapon is improved in the sequels though - I actually found it became virtually useless in M2 and Infinity, compared to being quite good in the original) I actually advocated for the weapon to be toned down, as it seems to be able to fire about twice as much as in the original game, meaning you can mow through all kinds of enemies and just pick up another one when all the enforcers are dead.
Post Posted: 26 Mar 2008, 03:28
Mman wrote:Thinking about it, I guess the fist thing doesn't matter much, since, as you said, staff Pfhor are pretty much harmless anyway, and fists are still weak against anything else.Wail wrote:-Enforcers I never had a problem with in the game, although that's mostly because the alien weapon is much better than the original. (I wonder why you say that the alien weapon is improved in the sequels though - I actually found it became virtually useless in M2 and Infinity, compared to being quite good in the original) I actually advocated for the weapon to be toned down, as it seems to be able to fire about twice as much as in the original game, meaning you can mow through all kinds of enemies and just pick up another one when all the enforcers are dead.The Alien weapon in Marathon 1 is hitscan but extremely weak; so weak that it can only kill a couple of enemies above the level of a Staff Pfhor before running out, the Marathon 2 and 3 version is non-hitscan, but does a lot more damage so you can take out stronger enemies before needing a replacement, plus it burns stuff alive, for extra awesome . I noticed the Alien weapon seemed to last way longer (along with being much more powerful) in M:R too, I think a mix of both decreasing its ammo and damage would work best. The Enforcers current danger seemed to make half the challenge of the tougher levels memorizing where they are and nuking them with rockets (or getting close with the Alien weapon) before they had a chance to mow you down.
Post Posted: 21 Oct 2009, 04:19
Post Posted: 31 Jan 2010, 14:50
Post Posted: 11 Oct 2014, 05:47
Post Posted: 19 Jan 2015, 15:14
Post Posted: 19 Jan 2015, 21:18
Delacroix wrote:Also, for the future, if you can't finish a level, don't switch to the next one with OPEN command. Use ADMIN SWITCHCOOPLEVEL command followed by the level's filename just as in case of OPEN. ADMIN SWITCHCOOPLEVEL will move you to the level desired while keeping everything you've amassed.
Post Posted: 19 Jan 2015, 21:28
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