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Hard Crash Release!
Posted: 09 Feb 2018, 03:21
by Xer06siX
Hard Crash is done. Dropped, finally. Get some below!
UPDATE!!: Due to unacceptable BPS tears in the first level, (On the main reactor, and hallway sign, and a few other things.) I have amended the first level. if you already downloaded everything else, Please download HCLF, it replaces the first level. Delete HCLF1 Sorry, and thanks!
https://drive.google.com/open?id=1eHtcj ... mZxFnxUQM2==============SERVER OPERATORS==============
Please post files to server rotations! (Delete ANY HCL1, HCLF1 or HCL11...etc from your root files, as these are the old nasty files, boooo, and nobody wants to see them anymore!)
Thanks a lot guys, enjoy!
Re: Hard Crash Release!
Posted: 09 Feb 2018, 07:49
by Diego96
After 14 years in development, hopefully it would have been worth the wait.
Re: Hard Crash Release!
Posted: 09 Feb 2018, 13:42
by UB_
I'll check soon today. Congrats though for the release! Things do come out after all
Is this for U1 or UT, I forgot.
Re: Hard Crash Release!
Posted: 09 Feb 2018, 18:33
by Lightning Hunter
Congratulations on the release, Xer06siX! I was waiting for the day you would release this (which I'm sure you know, since I PM'ed you on the other forum)! I will play later on, as right now I am in the process of making a big move (purchased my first home)... I will keep an eye on this thread and will let you know when I play through this!
Re: Hard Crash Release!
Posted: 10 Feb 2018, 00:06
by Xer06siX
Lightning Hunter wrote:Congratulations on the release, Xer06siX! I was waiting for the day you would release this (which I'm sure you know, since I PM'ed you on the other forum)! I will play later on, as right now I am in the process of making a big move (purchased my first home)... I will keep an eye on this thread and will let you know when I play through this!
I appreciate that. I guess its a bit late for feedback but reviews are fine
Re: Hard Crash Release!
Posted: 10 Feb 2018, 00:11
by Xer06siX
Diego96 wrote:After 14 years in development, hopefully it would have been worth the wait.
The fault lies almost entirely with me. I let life happen and I forgot about that part of my life for a while. Operation Na Pali map pack happened, the military happened and an ex-fiancee happened, and moving around. I probably have about five months (not in hours) of development days into the project. Not too bad on the whole, but spread out over 14 years, very bad. I think I beat out Duke Nukem forever's overall development time though!
Cheers
Re: Hard Crash Release!
Posted: 10 Feb 2018, 00:14
by Xer06siX
UBerserker wrote:I'll check soon today. Congrats though for the release! Things do come out after all
Is this for U1 or UT, I forgot.
The pack was made for Unreal 1. I'm not sure, but I believe the pack presents issues for play under UT. Some folks have told me it causes crashes. Hopefully things are different now if someone tries? XD
Re: Hard Crash Release!
Posted: 10 Feb 2018, 00:37
by UB_
► Show Spoiler
Finished it on Unreal difficulty FIRST TRY. The people of BI and G59 will for sure appreciate this one, definitely.
Also played under UT and had no problems.
Wouldn't say it's really good in terms of looks (the last few levels have definitely a very distinct and unique theme, clearly the oldschool fps gaming inspiration is there. as in Quake. It's ok, it's cool seeing Unreal reenacting other games) but god damn it is fun with a lot of shit to kill. Items in the first levels are quite limited, then you suddenly find an insane amount of ammo everywhere (and in some moments you don't find any at all). Some of the bosses have too much health, especially the lava Titan in the final level - it gets really boring after a while since he's easy as shit but doesn't die.
The mappack is definitely strange and the progression is sudden/surreal; doesn't make sense for sure. It's one of those times when you shut off your brain and just run and kill things. I don't think there are any explanations in the messages, all I get is that you're forced to crash onto Na Pali and you walk into weird places. I didn't expect going to hell since it came so sudden and without any warning. As someone who did similar things in G59 I appreciate this.
I'd say the theme would be "development hell", and if that so it would fit perfectly, lmao. Indeed it's like a trip to Unreal custom mapping but in reverse. The first few maps are way more reminiscent of post-2000 stuff while the rest is pre-2000 - purely by THEME only, not quality (ok a bit of quality too, it's a bit thoroughly inconsistent).
There is no music which kinda fits how bizzarre the whole thing goes, though the use of sound is ok-ish. Sometimes you don't hear anything at all, sometimes there's wind, and then there are the high-pitched sacred minibell sounds at the beginning of the last level.
Your terrain-making skills are almost always awesome and it shows in every level, definitely the strongest point of the mappack's build.
The only bug I encountered was the first Warlord boss you face falling down into the pit because his AI sucks DOGSHIT and there isn't much you can do about it. It's a rare occurrence but when it happens the Warlord doesn't die (he just falls down to the blackness and unless there's a damage/kill trigger that works on scripted pawns too, he remains alive) and the final door doesn't open. That Warlord battle is also not exactly the most welcome thing as there's no health whatsoever when you go to that location. Ammo yes but health nothing, just three fruits in the broken monastery the Warlord sits on, which means you have to run away from that fucker before he gets to you.
A question, wondering about this: was the "DEVELOPMENT HELL" second half of the mappack something planned from the very first day or it's stuff you did once you returned to finish Hard Crash once for all? The fact that the mappack takes an unexpected theme change with a train crash out of nowhere is sorta symbolic to me.
Re: Hard Crash Release!
Posted: 10 Feb 2018, 15:23
by ividyon
Could somebody post some screenshots?
Re: Hard Crash Release!
Posted: 10 Feb 2018, 16:11
by Feralidragon
When I saw the title of the topic, I thought these were some demos on how to crash Unreal (since I remember someone else doing something similar).
Once I opened it, it was clear it was a full mappack, so I played it yesterday night for some time.
I am still only at the middle of the second map, but I do intend to pass the rest. It does feel very "Unreal" (which is awesome), and thus far I liked the second map a lot, it feels very grandiose and the way the water/sea was made and how the altitude was played with, makes you feel like you're really where the map tries to make you believe where you're at, and there are some nice touches which add to it with the Halo 2 game thing for example.
The only not so great things I found were pretty much about 2 things: some BSP errors in the first map (although it seems you released a fixed version) and in the second it takes way too long for the ship to apparently land.
Maybe you're trying to be a bit realistic with the time, but it's frustrating when you spend what seemed to be minutes in a very small closed space waiting for the dock door to actually open.
Other than that, nice job.
Re: Hard Crash Release!
Posted: 10 Feb 2018, 17:21
by SteadZ
Just finished playing through it, and wow that was unexpected!
The sheer scale of these levels is pretty astounding and level of combat definately kept me on my toes throughout.
I personally felt that the thematic development worked well in its own interesting way, and it actually kind of represents a hard crash in more than just a physical sense...
Glad I played it
► Show Spoiler
Out of interest:
I found the secret room in map 3, and it made me wonder if that map was based off your original NP07 map (the one replaced in favour of Hourences' maps) or if that room was simply just a memorial area for it
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SZ
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Re: Hard Crash Release!
Posted: 10 Feb 2018, 18:16
by Semfry
ividyon wrote:Could somebody post some screenshots?
My review of the old version technically has screenshots of the first five maps. I don't know how much has changed though:
viewtopic.php?f=41&t=3198
Re: Hard Crash Release!
Posted: 10 Feb 2018, 18:19
by UB_
Oh the leaked version already had map5? Guess the theme change was the original plan then.
Re: Hard Crash Release!
Posted: 10 Feb 2018, 21:22
by Xer06siX
I changed fixed the first level and updated it. You can grab the file in the link. I saw some cuts in there that just destroyed it for me. But since this is out the gate, I might attempt a follow up pack. Depending on how the next few months go.
Re: Hard Crash Release!
Posted: 10 Feb 2018, 21:26
by Xer06siX
SteadZ wrote:Just finished playing through it, and wow that was unexpected!
The sheer scale of these levels is pretty astounding and level of combat definately kept me on my toes throughout.
I personally felt that the thematic development worked well in its own interesting way, and it actually kind of represents a hard crash in more than just a physical sense...
Glad I played it
► Show Spoiler
Out of interest:
I found the secret room in map 3, and it made me wonder if that map was based off your original NP07 map (the one replaced in favour of Hourences' maps) or if that room was simply just a memorial area for it
I got away with the Titan encounter in ONP, albeit with some mods made by the team, which I was going to use to close the gap between the HCLF2 and 3, before you hit the wooded village. Since it was used I instead started getting serious with a little test level I mocked up. That became level 3.
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SZ
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