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Post Posted: 13 Feb 2018, 03:25
Post Posted: 14 Feb 2018, 01:42
Post Posted: 14 Feb 2018, 17:19
Post Posted: 14 Feb 2018, 17:38
UBerserker wrote:and there are people like Jaspos who wanted things done on Unreal 2. Dead on arrival. Why would you even do that? Where was the common sense?
Post Posted: 14 Feb 2018, 18:01
Semfry wrote:To be fair people weren't expecting Unreal 2's editor to be basically broken and borderline unusable in some ways (and abandoned very quickly with no real updates). That was the actual thing that killed it, as, regardless of the game's quality, mods could have added a lot to it, but then it all went out like a wet fart, and was a major contributor to Unreal SP modding getting rarer, as a bunch of people were ready to move on but couldn't, so momentum just died until people finally accepted that Unreal 2 mods weren't happening and had to go back to Unreal 1 to make SP content.
Post Posted: 15 Feb 2018, 22:13
UBerserker wrote:This is kinda depressing.I guess a lot of people (I remember Red Nemesis was for that too) wanted to preemptively switch over to Unreal 2 then but I wonder if they knew that it basically had none of the original Unreal content and everything had to be ported. If Jaspos was already aware of everything and still went for the U2 route I cannot blame the editor not working correctly though. Maybe I missed the news back in the day that Blood Oath was canned for technical issues (what I know is that it was just forgotten and never talked about anymore.
Post Posted: 16 Feb 2018, 00:22
Mister_Prophet wrote:I don't think that was a problem for Team Phalanx (Red Nemesis formed after, with a return to the old engine), since it was exciting to start over. But for other people, maybe. For one thing, it was clear right away there was a problem with Unreal 2 and its editor, but everything was fine and dandy with the engine for UT2K3 and 2K4. So from my point of view it isn't fair to lay it on Unreal 2. Maybe what happened to Jaspos is what happened to other people, like what happened to me. Hourences took to the new engine, I did not. I made levels but never jived with the game, had issues with engine stability on the computer I was using at the time, and spent more time making meshes and practicing deathmatch levels than actually thinking about how this building system could help me in SP. The mood of the community and its talented members had shifted also toward multiplayer. Even David M turned to Death Ball. Not everyone had it in them to start over and come back to the old engine, simple as that. Perhaps people like Jaspos saw that and moved on.
Post Posted: 19 Feb 2018, 12:18
Post Posted: 19 Feb 2018, 14:01
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: 19 Feb 2018, 21:12
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