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Post Posted: 11 Jul 2009, 16:45
Post Posted: 11 Jul 2009, 19:05
Post Posted: 11 Jul 2009, 19:08
UBerserker wrote:After my recent playthrough of DV2, I changed a lot of opinions regarding the individual maps. Triskaden Station now on top for the build (but so-so for the gameplay), Temple of Novana being actually more pretty than it ever did, Location Z-14 is always the one which dares to be different (but very, very easy!), and Palace of Chizra & Kra'Filnish Valley being the best gameplay experiences. Cellars of E'Nara got the best scripted sequences, and some of the most entertaining battles and bosses.Unreal difficulty is definitely pretty tough in some levels. I hate the freaking Caruthers.
Post Posted: 11 Jul 2009, 19:57
Post Posted: 12 Jul 2009, 03:26
Post Posted: 12 Jul 2009, 13:16
Post Posted: 12 Jul 2009, 13:47
UBerserker wrote:It wasn't so-so for the challenge (it's moderately right). There were just some issues regarding enemies getting stuck all the time in the geometry and the awkard connectivity between areas (you were forced to pass throughout the broken wire to go on the walkways over the main hub). Oh, and the killing elevators in the storage area.
jackrabbit wrote:Very very well written UBerserker. I think that's the best review yet! It covers the important issues very well and I couldn't agree more with about 95% of everything said. One thing that made me roll my eyes though ws the comment about decals showing past the fog in Map 3. I don't think that is really a map limitation rather than a bad engine limitation created by Epic. I guess I'll stick with keeping decals off in Unreal
Post Posted: 12 Jul 2009, 14:12
Hellscrag wrote:About the broken wire: IIRC, I kept the damage to an absolute minimum and provided health beforehand.
Hellscrag wrote:The only thing that bothered me about the review was yet-another-jibe-against-ONP (let it go, people), but since it was a legitimate comparison I decided to let it through.
Post Posted: 12 Jul 2009, 14:17
UBerserker wrote:Hellscrag wrote:About the broken wire: IIRC, I kept the damage to an absolute minimum and provided health beforehand.True. But the cave should have been more easily accessible once you finished that section. Instead of forcing the player of going always through that wire, you could have made another entrance. The broken staircase would have been replaced with a working one and the area leading to it would have been closed from the side of the main hub. Problem solved, and the connectivity between those places would have been even better (pretty sure the Skaarj are able to climb that broken staircase, though).
Post Posted: 12 Jul 2009, 22:55
Post Posted: 13 Jul 2009, 00:15
Post Posted: 14 Jul 2009, 10:38
Post Posted: 14 Jul 2009, 14:03
Post Posted: 14 Jul 2009, 18:16
Lightning Hunter wrote:It was a lot of fun working on that project. Maybe someday we can throw another community project with maps that connect like DV2. Not like BFNP though, because I think that was a little too large.
Post Posted: 14 Jul 2009, 18:48
Lightning Hunter wrote:I agree about your comments regarding Deja Vu as a whole, Prophet. I really enjoyed working on that project with all the regulars. I think the project worked so well in the end, because most of us were more than willing to change our maps around to flow better with the other maps in the pack. Not only that, but when the time came for the release of 2.0, we were improving/fixing maps from authors that were no longer around. I think Scrag, Frieza and I were the designated fixers of maps whose authors were no longer around in 2.0 - me being the texture aligner of places people didn't even want to look. It was a lot of fun working on that project. Maybe someday we can throw another community project with maps that connect like DV2. Not like BFNP though, because I think that was a little too large.
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