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[u227i] Unreal: Resurgence

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User avatar GamesHarder
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Subject: Re: [u227][ut] Unreal: Resurgence Part 1

Post Posted: 22 Jan 2015, 15:50

Good news! :D
Unreal Alpha & Beta picture collection:
https://mega.nz/folder/elQjRQbC#FoFU4B8rIVl4LQP90-VBIw

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User avatar Tarydax
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Subject: Re: [u227][ut] Unreal: Resurgence Part 1

Post Posted: 07 Feb 2015, 19:58

I updated the original post with an updated village, Tronovision's map (upper right), Doublez-Down's map (bottom left), and SteadZ's map (bottom right). I'm thrilled with what everyone has made so far.
Image

User avatar Sat42
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Subject: Re: [u227][ut] Unreal: Resurgence Part 1

Post Posted: 08 Feb 2015, 17:56

Teridax wrote:I updated the original post with an updated village, Tronovision's map (upper right), Doublez-Down's map (bottom left), and SteadZ's map (bottom right). I'm thrilled with what everyone has made so far.


Always good to hear about ongoing progress! Looking forward to this :D
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User avatar SkaarjSniper
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Subject: Re: [u227][ut] Unreal: Resurgence Part 1

Post Posted: 10 Feb 2015, 22:50

This pack has got my attention alright. Seems like you guys have a solid core team going for this one, best of luck!

User avatar Tarydax
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Subject: Re: [u227][ut] Unreal: Resurgence Part 1

Post Posted: 01 May 2015, 23:50

Despite a recent slump in activity, I've gotten back into the stride of working on map 2. My original concept for it is a bit too large for me to pull off in one map without having serious stability problems, so I'm going to cut if off on the area I'm currently working and have map2b finish the concept and transition to Tronovision's map. The map is fairly sizeable on its own so it shouldn't feel like it stops abruptly.

Here are some screenshots (For some of the textures I did what ONP did and imported and rescaled some S3TC textures, but S3TC is not required to play).

Image

User avatar GamesHarder
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Subject: Re: [u227][ut] Unreal: Resurgence Part 1

Post Posted: 06 May 2015, 18:37

Hmmmmmmmmmmmm nice pictures!!! :D
Unreal Alpha & Beta picture collection:
https://mega.nz/folder/elQjRQbC#FoFU4B8rIVl4LQP90-VBIw

"The years go by, but the search never ends"

User avatar Xanious
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Subject: Re: [u227][ut] Unreal: Resurgence Part 1

Post Posted: 04 Jul 2015, 07:49

My god this looks so awesome. Please keep up the good work. I always wanted a mod where you got to play as Skaarj!

User avatar Preki
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Subject: Re: [u227][ut] Unreal: Resurgence Part 1

Post Posted: 04 Jul 2015, 11:07

Raven has been doing one 10 years ago or so. It was called "Skaarj Evasion" if I remember correctly.

User avatar AlCapowned
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Subject: Re: [u227][ut] Unreal: Resurgence Part 1

Post Posted: 04 Jul 2015, 11:31

There was also SkaarjOps by the Bloblet Crew. I think the player was supposed to be a Skaarj in New Alcatraz, too.

Things are still moving forward. Teridax is pretty much done with map 2, and is now working on 2b. Tronovision made some cool additions to his map, too. I've also added a new(ish) weapon to the second post, the Skaarj rifle. The primary fire functions like the secondary fire from the beta rifle, only it's faster and accurate.

User avatar Xanious
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Subject: Re: [u227][ut] Unreal: Resurgence Part 1

Post Posted: 05 Jul 2015, 07:07

Well regardless this mod still looks really cool. :3

User avatar makemeunreal
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Subject: Re: [u227][ut] Unreal: Resurgence Part 1

Post Posted: 05 Jul 2015, 15:39

There is a bug in the second post.
The Sniper Rifle is missing.
"They let us go about our business here, but it is a farce. I know that they are watching us, controlling us. I believe that this once safe haven is as deadly as the surface planet below."

User avatar AlCapowned
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Subject: Re: [u227][ut] Unreal: Resurgence Part 1

Post Posted: 05 Jul 2015, 16:50

I'm not sure why that would be. It's fine on my Pale Moon, IE, and Firefox.

It could be that something has a problem with postimg, since the skaarj rifle is the only weapon screenshot that uses it. Does the flare show up? That also uses postimg.

User avatar Tarydax
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Subject: Re: [u227][ut] Unreal: Resurgence Part 1

Post Posted: 08 Oct 2015, 01:35

So . . . I've been having trouble with my map lately. Using 227 might help me speed things up, and it would make it easier for the other members of the team to make stuff, too, since they wouldn't have to wrestle with the BSP as much and they could probably make some really cool stuff with static meshes. I feel bad about abandoning cross compatibility, but I also feel bad about not having gone with 227 only from the start since I made everyone's work more difficult than it had to be and in all likelihood delayed the project.

Thoughts? There wouldn't be a UT version, but maps would be more stable, and 227 has some really great features.
Image

wwof
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Subject: Re: [u227][ut] Unreal: Resurgence Part 1

Post Posted: 09 Oct 2015, 21:21

FWIW 227 sounds good to me. I have both UT and U227i.

User avatar editor Dave
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Subject: Re: [u227][ut] Unreal: Resurgence Part 1

Post Posted: 09 Oct 2015, 22:40

I'm with wwof: 227 deserves more quality map packs such as yours! Since you didn't plan to use anything from UT it won't be a problem gameplay-wise. Though, you have to decide if you wanna lose a few potential players who don't own Unreal. But as far as I can see it, there are not many active SP forum users who only have UT installed.
Prisons of the Unforchers Retold - more info: https://www.unrealsp.org/viewtopic.php?f=4&t=4565

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