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Post Posted: 01 Apr 2015, 10:39
Post Posted: 01 Apr 2015, 12:22
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: 01 Apr 2015, 19:11
UBerserker wrote:Music Files: Desert Wind
Post Posted: 01 Apr 2015, 19:12
Post Posted: 01 Apr 2015, 22:38
UBerserker wrote:lol no I'm not going to make NOTHINGNESS' puzzle any easier, just improving the look of those two blood hintsOh my god ExusiaWhere do I startActually, I'll really make it quick because there's too much to talk about this conversion which probably took almost a year to make it reach the current status.The real first thing I did on this map was testing my vision of the Saint theme which was basically using the more stone-y looking SkyTown textures and the lighting being totally white. Atmosphere was a lot like the churches from the Castlevania PS2 titles which wasn't a bad thing per se.Looked horrible because this engine really sucks with bright stuff so I never worked on this map afterwards.During the period when I was playing Fallout New Vegas and exploring the new vaults, one day I made one fucked up nightmare where I was supposedly playing Fallout New Vegas and I was in one of those brown / rusted gold decayed, irradiated vaults but this one really looked horrible; there were flickering orange lights, intermittent loud screams, shadows of weird figures appearing on the walls and other weird ass things. It was really shocking.And this is where the big base idea for the double theme started. I had to recreate that nightmare into this map as best as I could. If it shocked somebody like me, I'm 100% sure it could have worked on almost everybody else.HourKraden proven the best set for the dark part, and those few super clear SkyTown textures were perfect for the Saint part; had to edit the latter to make them look yellow - the lighting is still white/blue.Developing and testing this conversion took 7 months. Fixing all the geometry bugs took more than 3 months because I kept finding invisible brushes HOLY SHIT I KEPT FINDING THEM EVERYWHERE to the point that I was seriously seeing invisible brushes in real life too. It was an obsession. Just like Cryox, Nexus was one of Inoxx' first maps and he was unskilled when it came to geometry stability (as he simply went for more complex architecture and layouts). It gave me horrible issues with leaking water zones.Bad, bad days.The Red Shadows are barely any stronger than the regular ones but I made them and their terrain all red just to show how "powerful" and "corrupted" they became in the dark world. Exusia|Dark is pretty much supposed to be the ultimate Shadow map of EXU2 - the most difficult without going into dumb territory.NONE of the Shadow battles in this map have infinite waves but they're even longer on higher difficulties. I'm pretty sure a first-timer throughout Exusia on Unreal difficulty will likely take 6 hours to complete.EXU2's regular Saints always looked weak to me honestly, they were like unlit moving statues. I decided to make them look more like ethereal ghosts there: bigger size, translucent skins, white fog and layered effects inside their bodies. There wasn't much else I could do with Saints; there's an unused Saint nuke projectile in EXU.u but it's mega strong so I couldn't touch it.Demons are what they are, The Black Knight Berith is a cool guy. The last great thing this map could offer was, after all the massive trouble and mindfuckery with both worlds, an aggressive 1vs1 boss battle in a dark holy hallway against a powerhouse BRUTE pawn. Takes a while to figure out how to kill him easily; thanksfully Waffnuffly has added a tag which blocks Hyper Grenades from exploding on enemy contact (bounces off instead), which I'm totally going to use on this boss in the next version so Hyper Grenade spam won't work that well anymore.I'll actually stop here talking in detail about this map. Not feel like spoiling one thing that I might ever add planning to Exusia because this is the kind of map which pulls you in, you see all this random weird things and after it you just can't forget about.If this map is the greatest sleeper hit of EXU2 I wouldn't really care honestly. The more you proceed into G59 the more you descend into a world of fucking unknown because you simply can't expect what's going to come afterwards.I don't know how many Unreal SP maps employ a double theme thing but I'm glad that in the Unreal universe of modding and mapping, Exusia exists and it's playable.
Post Posted: 02 Apr 2015, 11:38
Post Posted: 02 Apr 2015, 12:00
Post Posted: 02 Apr 2015, 23:33
Post Posted: 05 Apr 2015, 06:07
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Post Posted: 06 Apr 2015, 12:48
Post Posted: 06 Apr 2015, 13:46
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