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[ut] G59 -Episode 2-

Posted: 31 Jan 2013, 23:34
by UBerserker
Developer: UBerserker
Status: Episode 2 released!


G59 (or Jigoku or Hell) is the first custom EXU2 Single Player campaign, set in the timeline of an extremely far future of Na Pali.
G59 is conceived as a challenging journey where you fight extremely powerful enemies, and also as a meant to explore new and unique themes in the Unreal universe.
As the only human survivor left, he finds himself in the middle of the chaos caused by the arrival of an obscure threat.

G59 has been heavily reworked for EXU2 version 7 and development has been more difficult than expected.
Up to the second episode, features six levels plus the intro and the outro.

"G59 -Episode 2-" Download & Detailed Info Thread

Re: [ut] Excessive Unreal 2: G59

Posted: 20 Feb 2013, 12:27
by Dozey
This is the sequel to previous Excessive Unreal 2, or another mod?

Re: [ut] Excessive Unreal 2: G59

Posted: 20 Feb 2013, 12:43
by UBerserker
It's a custom campaign. It has really nothing to do with Batshit Insane.

[ut] <EXU2> G59 -Episode 2-

Posted: 20 Jan 2018, 15:04
by UBerserker
Post updated for Episode 2 release under EXU2 v7.1.
Discussion ONLY THERE viewtopic.php?f=37&t=4263 - don't post here.

Re: [ut] G59 -Episode 2-

Posted: 13 Mar 2018, 14:38
by UBerserker
Note: G59 works fine under 7.2, however a hotfix has been released (get it in the main G59 thread's OP post) which fixes map4's spawning sequences suddenly breaking due to the new EXU2 patch, so get it absolutely.
Discussion ONLY THERE viewtopic.php?f=37&t=4263 - don't post here.

Re: [ut] G59 -Episode 2-

Posted: 28 Apr 2018, 15:18
by UBerserker
Small bump to top, as it's also an active project understandably.

Trying to push the release to May as far as I can. With Map 8 done, Abyss is now getting slightly overhauled; I might also need to change some stuff for the last two levels. The CA map is gone forever and there is not going to be any sort of secret super final boss levels (I wanted to do it initially but decided to salvage the idea).

Re: [ut] G59 -Episode 2-

Posted: 11 May 2018, 10:50
by UBerserker
News bumping time. Will be using this thread (since it exists) and keeping it active until the full version is released. The main thread (viewtopic.php?f=37&t=4263) will be used for release info and discussion instead.

As seen in the WIP thread in the Project section I've been proceeding steadily. Finally done with the outdoor section of Verflucht/Yaksha (the king's lava castle, penultimate level), I'm looking what cool things to do with the indoor section since it contrasts heavily with the battle-heavy outdoor parts (there are like around 1000 non-swarm enemies to kill). Also planning to give the boss a lot of attacks; he will likely play a lot like the final boss in Xeops.

Once I'm done with the level, as tradition goes I'll be testing the whole campaign and polishing all the levels until this one, and then proceeding overhauling the final map. This is to keep everything in order, and to keep track of the overall gameplay balance of the pack before the end-game level.

Some new items and enemies got also made but will be revealed when the full pack is out.

Though the most important part is that on Easy difficulty, a mysterious entity will gift you a stone in the first level (The Limbo). This stone with infinite charge can regenerate your health up to 999 quite quickly. You can turn it on or off; this is to help weaker players going through the pack on the easiest difficulty. Health isn't exactly a source of safety in EXU2 compared to armors, so this isn't that much of a game-breaking item.

Re: [ut] G59 -Episode 2-

Posted: 14 May 2018, 08:23
by UBerserker
Back on top.
Just a heads up: Verflucht was completed yesterday, and now I will be going through the aforementioned recheck throughout all old maps - changing a bit the balance and removing more unintuitive things I come across in order to help players slightly more (especially early game), I do not think it might be necessary a campaign restart due to these changes.

EDIT: regenerative item for Easy difficulty only implemented!

Re: [ut] G59 -Episode 2-

Posted: 04 Jun 2018, 19:12
by UBerserker
Finally, an update here almost one month later with some good news: map 0 to map 10 are finally done and playtested. Had to go through them twice, since I went to change a lot of stuff in terms of gameplay/progression, and the patchlog is now gigantic.

Every map is now as polished and balanced as much as I could do, for all difficulties hopefully. So much work have been done on this to ensure a retail-feel campaign which brings the best storyline and the most unique atmosphere in any Unreal mappack so far. Very much happy that the release of EXU2 v7 inspired me to overhaul G59 into what it is now compared to the incomplete piece of crap back in v6, and lots of thanks to Buff Skeleton to have created a mod which allowed me to do something I've always wanted to make.

Now, only map 11, the last level, remains to be overhauled and playtested, and then there's the ending map which will be probably a new one from scratch. Almost there!