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Post Posted: 29 Apr 2015, 09:06
Waffnuffly wrote:It's tarydium-doped smoothies. Drunk by the player, I mean. The player is tripping balls. The whole game actually takes place in a large city and the player thinks he's on an alien world.
Post Posted: 30 Apr 2015, 00:49
Post Posted: 30 Apr 2015, 04:10
Mister_Prophet wrote:Last week would've been better for me and I've already had a rushed session. But if I can have till Friday to start, I can manage another addition so long as I start then.
Post Posted: 30 Apr 2015, 13:17
Post Posted: 30 Apr 2015, 14:33
UBerserker wrote:Coooool can't wait!
Post Posted: 01 May 2015, 23:13
Post Posted: 01 May 2015, 23:20
Mister_Prophet wrote:I've begun. Will be in touch.
Post Posted: 02 May 2015, 00:14
Post Posted: 02 May 2015, 00:20
Post Posted: 02 May 2015, 01:21
Post Posted: 02 May 2015, 11:53
Post Posted: 02 May 2015, 16:40
Mister_Prophet wrote:Not to be a Debbie downer, but in my experience it is when people rebuild everything separately that leads to problems in levels later. But I shall abide.
Mister_Prophet wrote:As for the message box, I had no problems with the messages I just noticed the text overlapped and didn't know if you guys discussed importing the bigger (ONP) trans window for UT. I'm of the mind that maybe all the messages could be shortened to fit the default trans window. I can help with this if I have permission to mend the logs in previous sections.
UBerserker wrote:Prophet, on what difficulty you played the map on? (and on what platform?)Not sure why the boss is getting stuck in the corners, perhaps it's due to the extensive pathnoding?The enemies in my section, by the way, have generally modified properties: higher ROF, more aggressive, etc... The Minigun runs out really fast if you plan to use it against the enemy group after you cross the green portal. Also yeah, decrease the Pupae's health.
UBerserker wrote:Teleport points should be fine, they're placed over the middle of the iron floor borders (not over the glass floor), when I play on Unreal difficulty she always jumps out of them and starts shooting at me. Perhaps I could never notice this bug because on Unreal difficulty you have to deal with a lot of Pupae (80 of them) and the Queen becomes a secondary problem.Her Aggressiveness is unchanged but I decreased her CombatStyle of 0.2 points so she would decide more commonly to shoot you instead of chasing you for a melee - which makes the fight fairer as it's a bad idea having waves of Pupae surrounding you and an overly aggressive Queen.Perhaps having an Easy/Medium only Queen with regular CombatStyle would be better? Pupae aren't in those difficulties.
UBerserker wrote:Oh and yeah I think that's ok if you take the green path.I have a plan with the red path which would "wrap" the map. Assuming other people will ever join, though.
Post Posted: 04 May 2015, 18:04
Post Posted: 04 May 2015, 18:11
Mister_Prophet wrote:Making some progress. Kinda using this run to add some more gameplay to follow UB's section and up the stakes, as well as lead the level back to the beginning so we have some open-endedness for backtracking. I also have a great idea for the level in terms of why these areas are important to visit, the point of it all, and how we can open doors for further sessions. I think the real problem we have right now is that nobody is really quite sure how to take the torch from the next person, so if I can manage it by Friday we may have a better fix on this.EDIT: I also want another crack at the Demon's Grave lift and making it a two way path. We must think of COOP, yes?
Post Posted: 04 May 2015, 18:55
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