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: ividyon, Semfry, zYnthetic
Post Posted: 25 Feb 2018, 17:50
salsaSkaarj wrote:Having read it needs the EXU framework I had decided to let this one pass-by. However the intro writing makes me wonder whether my decision is a good one or not. I now think it's not so I'm going to give this ago. Just wondering where I'll find the time, oh well, I could skip some more meals and reduce sleeping hours by another 25%
Diego96 wrote:Holy crap, whatever new weapons you made I wanna try them. Does it have a new roster of enemies too?
Post Posted: 25 Feb 2018, 18:23
Post Posted: 25 Feb 2018, 19:13
Post Posted: 26 Feb 2018, 01:57
Post Posted: 26 Feb 2018, 05:19
Semfry wrote:Presumably the forcefields here (behind me and around the big pyramid) are supposed to turn off when everything is dead? Because the area is clear and I seem to be stuck here. I even ghosted around a bit to make sure there wasn't an enemy stuck or something, but it seems there isn't.
Post Posted: 26 Feb 2018, 07:00
Post Posted: 26 Feb 2018, 11:13
Diego96 wrote:1. The ground brightness is too high and clashes with most projectiles you have to dodge, mostly with krall bolts (at least on medium brightness).
Diego96 wrote:2. The default translator is too small and you have to look at the darkness to be able to read messages.
Diego96 wrote:3. One of the most (probably) important weapons is locked behind a secret that I'm too dumb to find.
Diego96 wrote:4. The overreliance on the minigun, the slowness of the shotgun, the generally low damage of other weapons and the lack of a rocket launcher or splash damage weapons makes gun balance weird.
Post Posted: 26 Feb 2018, 15:09
Post Posted: 26 Feb 2018, 15:47
Post Posted: 26 Feb 2018, 16:46
Post Posted: 26 Feb 2018, 16:50
Buff Skeleton wrote:Haven't played it yet but from the screenshots: add some zone light to the level. An area that bright in the sun wouldn't have pitch-black shadows anywhere near the exterior due to light reflecting off of surfaces and scattering all around.
Post Posted: 26 Feb 2018, 18:01
Post Posted: 26 Feb 2018, 21:53
Semfry wrote:Finished it (on hard, as mentioned above), I also found all the secrets. The theme is really unique and has been done very little (at least in SP). The lighting is so bright it leads to some greenings at times, but it actually kind of works in the context of intense desert sun. The occasional large element is cubic but the huge scale geometry and structures mostly carry it. The fog use is also a standout feature and subtly adds a ton to the interior parts.
Semfry wrote:I don't know about the limits of editing it, but in an intense map like this is feels like it could have a much faster reload to be more powerful without being dominant.
Semfry wrote:As mentioned above the Pulse Gun being easy to miss seems a little odd, and it could maybe at least be put in another secret at some point.
Semfry wrote:Is the improved Krall tracking an EXU thing? Krall can actually be pretty dangerous when they lead you properly.
Semfry wrote:The mini-Warlords having seemingly unavoidable projectiles felt a little strange, even if their damage is quite low
Semfry wrote:Also, I'll spoiler this question about something since I guess it's supposed to be a surprise► Show SpoilerIs there something I'm missing with the new weapon? It seems to have some kind of charge up effect as you shoot it, but the damage of both modes seemed to remain pretty underwhelming for how little ammo it has, so I ending up ignoring it except for putting some minor damage into the final boss. In the large area with the friendly Gasbags and secret in the pool I'm also curious what that item I got out of the cup did.
Semfry wrote:The story details and implementation were nice (readability issues aside), but it does seem to need a little proof-reading because there are various small mistakes and stuff that's technically right but not really how a native English person would put it.
Post Posted: 01 Mar 2018, 23:23
Post Posted: 02 Mar 2018, 00:51
editor Dave wrote:I think you kinda tricked people when you said this is not EXU. I mean, technically, it isnt because it uses modified monsters and weapons of the original, but the feeling is very much the same: Not only do you fight against EXU enemies in the second half,
Return to “Project Presentation”
Users browsing this forum: No registered users and 2 guests