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Post Posted: 07 Nov 2014, 16:54
Post Posted: 16 Nov 2014, 16:24
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: 16 Nov 2014, 16:28
Post Posted: 16 Nov 2014, 20:15
Post Posted: 16 Nov 2014, 20:34
Post Posted: 16 Nov 2014, 20:52
UBerserker wrote:Kinda like Unreal maps, Foundry still had a huge empty cube room used for mover making; I looked at it and got the idea of making a new strange-ass area. I think I have to make it more obvious that the hole is a death trap, and probably I have to make the area look a bit better. It's pretty weird right now lol.
UBerserker wrote:Dark stuff are some of my favorite things and I enjoy making them, so I tried my best on what I could improve upon Darkness and Blackness - pretty much everything. Especially the sounds.I'm extremely satisfied with what I did with sounds in G59. I'm totally proud of that. Pretty creepy all around and a lot of people enjoyed the soundscape.
UBerserker wrote:When making Nebiros I did quickly plan to make a Shadow map after it (same for Map 3 after Map 2); when it comes to the campaign it was probably the best decision in early development. It's this map that kickstarted G59.[...]Ok the map definitely still contain the weird, senseless layout of the original Foundry (it's 0% realistic as I see it) but since I designed this conversion to be a nightmare I don't think I'll touch it. Silent Hill did the same and it worked perfectly.
Post Posted: 16 Nov 2014, 20:59
Post Posted: 17 Nov 2014, 00:37
Post Posted: 17 Nov 2014, 17:42
Post Posted: 17 Nov 2014, 17:45
UBerserker wrote:A lot of G59 things were inspired by dreams. Dreams are goddamn useful.
Post Posted: 17 Nov 2014, 20:05
Post Posted: 22 Nov 2014, 15:09
Post Posted: 22 Nov 2014, 15:28
UBerserker wrote:Speaking about Unreal, I've just decided that in G59, Hyper Boundary Gate is NOT the same Bounds of Foundry - it's just a perfect, upgraded replica. Canonically Bounds of Foundry doesn't end up in this valley in Unreal/RTNP (even if it had to fucking should because descending =/= ascending mountains) which gives me an incentive to set this decision. The real Bounds of Foundry in G59 is just next to VOIDNESS - meaning it's dark and full of Shadows.
Post Posted: 22 Nov 2014, 16:00
Post Posted: 30 Nov 2014, 18:35
UBerserker wrote:Well yeah actually I don't know if BI is essentially set in Na Pali but in the v4 thread's background it is said "Vortex Rikers, that prison ship who crashed centuries ago?", so yeah I supposed it was Na Pali. G59 should happen like 3000+ years after Unreal 1 and if anything I'd put it as the final event of the complete Unreal universe, meaning that after G59 nothing else has happened - it's the end of time.Of course Na Pali should really look A LOT DIFFERENT geographically-wise after so many years unlike how it's shown in G59 but who knows how entropy works on other planets that isn't Earth.About EMD:-Made a mistake on the Sin Pillar requirement tip. Actually you don't have to only open Tunnel 3, you have to kill at least one of the two Nuclear Reactor Slith. Killing both Slith and NOT opening Tunnel 3 also works.[...]-Hmm the Hyper-Water-Speed-Booster has a very high charge, pretty surprised you fully consumed it up. Actually you can combine it with the Envy pillar to move even faster.Gotta say though, this is where G59 starts being its kind of thing. [...]I would really like to expand this map more but the geometry is really fucked up (this map gave me huge issues when editing, which was the main reason why Map5 to Map8 were released much later) but if anything I'll just add that lab and be done with it.
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