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[Unreal Gold 227i] Station H2SO4 version 1 released!

Posted: 15 Aug 2017, 18:42
by SJ85
Developer: Serge Jaeken
Status: Finished

Image

Features: One small single player map using original assets.
Links: https://sites.google.com/site/sergejaek ... tion-h2so4

Have fun!

Re: [Unreal Gold 227i] Untitled

Posted: 15 Aug 2017, 20:00
by watcher_of_the_skies
Welcome aboard!
Enjoy your stay and have fun on the forums.

As for the thread the map looks pretty solid. Keep up the good work!

Re: [Unreal Gold 227i] Untitled

Posted: 15 Aug 2017, 20:01
by SJ85
Thanks! It's still an early wip but at least the theme is obvious :)

Re: [Unreal Gold 227i] Untitled

Posted: 16 Aug 2017, 00:24
by SteadZ
Been following your progress across at oldunreal and on your website, and I'm looking forward to what you have in store for us - it's looking very good for a first try in the editor ;)

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SZ
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Re: [Unreal Gold 227i] Untitled (New screenshot 9/14/2017)

Posted: 14 Sep 2017, 10:34
by SJ85
@SteadZ: Thank you!

I've updated the original post with a new screenshot. I've added some lights to the central area.

Re: [Unreal Gold 227i] Station H2SO4 test version released!

Posted: 04 Jan 2018, 21:29
by SJ85
A test version of the map has been released. See OP for details and a download link.

Re: [Unreal Gold 227i] Station H2SO4 test version released!

Posted: 05 Jan 2018, 21:50
by UBerserker
Fun map.

It's overall pretty oldschool; there's a bit of theme mixing, as in DecayedS and Skaarj textures appearing together (there are possible cases where both texture packs can fit together but that requires state of the art archi/texturing) and Tentacles appearing in a completely unrelated environment (Unreal's Tentacles shouldn't be located anywhere but huts, caves and temples).

Most of the lamps also feel lifeless, the section where they emit light should be much more illuminated - try to add an additional light actor to each with low radius but high enough brightness so it feels like those lamps are actually emitting light (this is for those rather large, square-shaped lamps on the ceiling in the indoor section where you find the Troopers and the Behemoth); or use Special Lit for the light textures.

Re: [Unreal Gold 227i] Station H2SO4 test version released!

Posted: 06 Jan 2018, 01:27
by AlCapowned
I liked having to choose between running past or fighting my way through the enemies during the ending sequence. I assume there isn't a time limit but I treated it like there was one anyway, and it felt like something out of a Metroid game.

Re: [Unreal Gold 227i] Station H2SO4 test version released!

Posted: 06 Jan 2018, 12:35
by SJ85
@UBerserker: Yeah I know it was a bit of a risk combining two themes but I wanted to make something that looked a bit different than the standard Unreal levels while keeping the Unreal vibe. I agree with your comment about the lights. I'll look into it.

@AlCapowned: Indeed there's no time limit, but I'm glad you let your imagination run wild :)

Re: [Unreal Gold 227i] Station H2SO4 test version released!

Posted: 06 Jan 2018, 20:27
by GamesHarder
Cool map! Liked a lot. The music is so perfect for the map! :D

Re: [Unreal Gold 227i] Station H2SO4 version 1 released!

Posted: 20 Jan 2018, 11:20
by SJ85
Thanks for the comments everyone! Full version is now available for download. See first post for the download link.

Re: [Unreal Gold 227i] Station H2SO4 version 1 released!

Posted: 23 Jan 2018, 03:24
by Diego96
Nice lil' map

Re: [Unreal Gold 227i] Station H2SO4 version 1 released!

Posted: 24 Jan 2018, 10:43
by salsaSkaarj
Funny little map but very enjoyable.
Experienced players should have no problem with the difficulty but the start could be surprising: I didn't see any threat until I got close but that set the theme.
Ammo and health provisions are more than sufficient (I didn't try on Unreal), enemies are more or less hidden sometimes but nothing unfair. Lighting (although strictly speaking monotonous) really suits the feel of the map but sometimes the enemy is completely invisible standing or hiding in a corner under a ledge and that can give a surprise.
There are quite a few transparent panels which only serve as decoration it seems (that's the only part which I feel is poor in the map).
The search for the second button was a bit too simple but the idea is very nice (certainly the continuation).

I'm actually hoping to see more maps from SJ85.