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[ut] Vacillations of a Victorian Vagrant

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User avatar Hellscrag
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Subject: [ut] Vacillations of a Victorian Vagrant

Post Posted: 28 May 2010, 00:01

Developer: Hellscrag
Status: Released!

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Synopsis: A single, self-contained UT SP map set in a warehouse district somewhere in Victorian England.

Latest News: The final release of my entry into the UnrealSP.Org 8th Anniversary Speedmapping Contest entry is now available!

Download: SP-Vacillations120.zip
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Life is what you make of it.

UB_
Nali Priest Nali Priest
Posts: 7960
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Subject: Re: [ut] Vacillations of a Victorian Vagrant

Post Posted: 28 May 2010, 00:06

Was there something to be fixed aside the performance in the last arena? I don't remember. Oh yes, you had to remove one pack of Razor Blades!
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User avatar salsaSkaarj
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Subject: Re: [ut] Vacillations of a Victorian Vagrant

Post Posted: 28 May 2010, 00:32

Did you manage to do something about the doors leading to the bridge to a 1stfloor area full of pupae and a switch? That door got stuck because of the enemies on the other side (and produced an irritating continuous noise).

User avatar Psychomorph
Skaarj Lord Skaarj Lord
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Subject: Re: [ut] Vacillations of a Victorian Vagrant

Post Posted: 28 May 2010, 02:43

Please make it being a huuuuge map, not just a quick runthrough.
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User avatar Buff Skeleton
>:E >:E
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Subject: Re: [ut] Vacillations of a Victorian Vagrant

Post Posted: 28 May 2010, 03:35

Psychomorph wrote:Please make it being a huuuuge map, not just a quick runthrough.

1. I don't think he's editing any geometry at this point
2. Node limit
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Doublez-Down
Skaarj Warlord Skaarj Warlord
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Subject: Re: [ut] Vacillations of a Victorian Vagrant

Post Posted: 28 May 2010, 17:30

where can i get this map nowadays? wouldn't mind having a look
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UB_
Nali Priest Nali Priest
Posts: 7960
Joined: 11 Nov 2007, 21:00

Subject: Re: [ut] Vacillations of a Victorian Vagrant

Post Posted: 28 May 2010, 17:32

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User avatar Hellscrag
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Subject: Re: [ut] Vacillations of a Victorian Vagrant

Post Posted: 28 May 2010, 18:10

salsaSkaarj wrote:Did you manage to do something about the doors leading to the bridge to a 1stfloor area full of pupae and a switch? That door got stuck because of the enemies on the other side (and produced an irritating continuous noise).


I didn't encounter that problem, despite several playthroughs. However, IIRC, it opens outwards. It could be a problem if it blocks up permanently. I'll see if I can get around the problem by setting it to IgnoreWhenEncroach.

UB: Yes, I will remove some blades.

Psychomorph: I definitely don't intent to extend the map.
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Life is what you make of it.

Doublez-Down
Skaarj Warlord Skaarj Warlord
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Subject: Re: [ut] Vacillations of a Victorian Vagrant

Post Posted: 28 May 2010, 18:37

Pretty fun, but honestly I'm not a big fan of having to constantly shoot the DP in order to see. Maybe it's because I'm playing right beside a window in the middle of the day though...will try it again when there isn't so much glare. Love the concept though.
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User avatar Hellscrag
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Subject: Re: [ut] Vacillations of a Victorian Vagrant

Post Posted: 28 May 2010, 18:41

Doublez-Down wrote:Pretty fun, but honestly I'm not a big fan of having to constantly shoot the DP in order to see. Maybe it's because I'm playing right beside a window in the middle of the day though...will try it again when there isn't so much glare. Love the concept though.


That's always a difficult balance to strike. I wanted it to be dark and creepy, but tried to always have SOME light available (except in the sewers). That's why there are lots and lots of Flares, though.
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Doublez-Down
Skaarj Warlord Skaarj Warlord
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Subject: Re: [ut] Vacillations of a Victorian Vagrant

Post Posted: 28 May 2010, 19:06

Yeah, it's more personal preference than anything, as I like admiring architecture and build more than creeping around in the dark. Still tilts me that the concept is so simple (and pulled off very well), and I still would never have thought of it. ;)

Sigh...back to my *cough* Chizra stuff. :?
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User avatar Hellscrag
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Subject: Re: [ut] Vacillations of a Victorian Vagrant

Post Posted: 28 May 2010, 19:12

Doublez-Down wrote:Yeah, it's more personal preference than anything, as I like admiring architecture and build more than creeping around in the dark.


Well, you could always try:
"rmode 4"
or
"set zoneinfo ambientbrightness 64" and then "flush" :)

But generally, in VVV, the architecture is built to the level of light available in which to see it.

Doublez-Down wrote:Still tilts me that the concept is so simple (and pulled off very well), and I still would never have thought of it. ;)

Sigh...back to my *cough* Chizra stuff. :?


Concept before design, I guess. Your Chizra stuff is looking good, though - very authentic.
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User avatar UArchitect
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Subject: Re: [ut] Vacillations of a Victorian Vagrant

Post Posted: 31 May 2010, 10:36

an option to turn trees off

UB_
Nali Priest Nali Priest
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Subject: Re: [ut] Vacillations of a Victorian Vagrant

Post Posted: 31 May 2010, 13:28

UArchitect wrote:an option to turn trees off


Another blast from the past.
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User avatar Hellscrag
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Subject: Re: [ut] Vacillations of a Victorian Vagrant

Post Posted: 31 May 2010, 15:54

UArchitect wrote:an option to turn trees off


No trees in this map.
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