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Post Posted: 03 Apr 2017, 20:02
Post Posted: 03 Apr 2017, 20:37
Post Posted: 03 Apr 2017, 21:52
Mister_Prophet wrote:Oh BFNP, yes yes. We should talk about it here I suppose.When BFNP was shelved and absorbed into Residual Decay's dev cycle (which means, I took upon myself a bunch of files and then had the extraordinary task and responsibility of retrieving a collection of levels and files from another ambitious project and doing that project justice when integrating said content into my own) the story was still on the "5 planets" story line. This will be complicated to explain, so I'll do my best to break it down since there's no way to explain the state of BFNP without also informing you to what RD was going through at the time.Okay, so, yeah.At this stage of development the original story and campaign plan was still unchanged. Originally, Residual Decay was to take place immediately after Seven Bullets and was entirely inside Jones's head. Okay. Take that in. Breathe.The story was that during the events on Na Pali there was another being aware of the happenings occurring in Seven Bullets in much the same way the Scarred One was pursuing Jones. A formless, telepathic being that was very much a parasitic organism of ancient origin longed for a companion (host) that could not only take them beyond the stars but also provide a worthy form. An intro scene would have Jones dying in the rubble of the Dead Scorpion's base near the remains the Scarred One when the being (referred to as The Voice during development) would speak to the player and presumably meld with Jones. What followed would have been a campaign very influenced by Silent Hill 4 and Jacob's Ladder. You were essentially going to be trapped on a dream version of the Ice Raven which would act as a HUB for Jones to access bizarre portals through time and space. Five planets were to be accessed at different timelines, including an Incident era Xidia and a Na Pali from the future.
Post Posted: 04 Apr 2017, 00:30
Mister_Prophet wrote:The second level I wanted to use was a dark level set inside a sort of coastal, water logged area with a ruin set in the center atop an island and an ancient pier along the border. You've seen screenshots of parts of this level I'm sure. The idea was cool and I had wanted Jones to access the ruin via swimming. The problem with this level was that it was designed with distance fog in mind, so it would also need distance fog to maintain the scope. Also, the mapper (think this might have been Waffnuffly) did not add borders to the water limit (I requested walls or slopes but they were never made, and I never had the time to make them). In general it was another map made without a sense of gameplay, much like Hellscrag. I need to emphasize how difficult it is to inherit another mapper's work with significant content made yet done so with little freedom to add gameplay.
Post Posted: 04 Apr 2017, 20:37
Hellscrag wrote:Honestly, I would be glad for what I generally consider to be my best mapping work (and has been frustratingly locked away for years) to see some kind of release. If there would be any interest in seeing my two maps get some kind of standalone release then maybe I will see what I can do. I can't promise that it would happen too soon though!
Post Posted: 04 Apr 2017, 22:46
editor Dave wrote:Hellscrag wrote:@Prophet: If I understood correctly, you abandoned the mindtrip-through-5-worlds-theme? What does replace it - a "real" experience with a continuous path, like its predecessors?
Hellscrag wrote:@Prophet: If I understood correctly, you abandoned the mindtrip-through-5-worlds-theme? What does replace it - a "real" experience with a continuous path, like its predecessors?
Post Posted: 05 Apr 2017, 01:49
UBerserker wrote:The SH4 thing is what I had in my head when I read of the weird stuff that was going on inside the ship as mentioned in the original RD premise - some sort of horror-style crash bandicoot warp room to five different worlds. I suppose this also counts for those levels that you made some people like me test (I actually forgot if it was one map or three, I just remember the ship) because I clearly remember some weird stuff like an ancient-themed passage located right out of nowhere in a large area of the ship - and that made me wonder if I was actually playing RD.
UBerserker wrote:Honestly though, if the BFNP maps would be released under RD in a very different form, I wouldn't mind a separate release of them like how they were intended to be originally.
Post Posted: 06 Apr 2017, 22:51
Mister_Prophet wrote: If the original authors want to come together and salvage a pack from what Hellscrag has in storage, I'd be as excited to see it as anyone.
Post Posted: 07 Apr 2017, 18:52
Post Posted: 09 Apr 2017, 00:57
Post Posted: 09 Apr 2017, 12:13
Post Posted: 09 Apr 2017, 12:38
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: 10 Apr 2017, 13:37
Post Posted: 10 Apr 2017, 15:43
Mister_Prophet wrote:I'd like to say I've tried to help other SP projects along, in my own way. Really thought I was pushing Firestorm with all those story logs I wrote for the project and the testing I did, but ego is a part of the equation folks. The same way the course of RD is closest to my chest and ultimately my choice, the same is true for the guys helming the other projects in development limbo.
Post Posted: 10 Apr 2017, 17:10
UnrealGecko wrote: Definetly a good read here. Great thread!I remember one of the first custom UT maps was Prophets DM-AbsoluteZero, and while now I can see how it could've been improved, all the way I was rocking to that umx tune and looking around the whole map going"woah that's a pretty cool trap there" "what is that guy doing outside? I never seen him before". That map inspired me to start learning mapping. (This was around 2011 I believe).7 bullets blew me pretty much the same way that DM map did (I tried it in 2013). Great stuff all around!
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