I'm having some fun setting up ambushes in Nexus (Ive just about used every sequence I can think of so far). I figured, it's a crypt with lots of action - so may as well have plenty of ambushes. I set up one sequence in which you can approach the ambush from 2 directions. Coming from the top floor, you see a Skaarj by himself (SkaarjA). SkaarjA runs away, while SkaarjB at the bottom floor goes up a lift and meets with SkaarjA at the top. They team up, and attack as a pair. If you approach the other direction, Skaarj B goes up the lift to meet with Skaarj A on top, and they both jump down to attack together. It worked out pretty nicely. Maybe I'll get a video on YouTube.
I noticed there are lots of stone tablets with writing on them in Nexus that currently have no translator events. I'm good at writing stories, but terrible at thinking of random ancient messages (like you see in Chizra and Ceremony). Does anyone have any idea what to put on these tablets? Maybe something fitting of the cryptic theme, that doesn't relate to anything in particular with the adventure, but rather the setting itself. Basically, I just need some jargon that sets the mood of the map, like the random statistics found in the ISV-Kran levels. Any ideas on this?
Edit: I do have one idea about the story in general for Nexus. I thought about describing it as an ancient crypt once used by the Nali to punish other Nali. Now that the Skaarj have taken over, they have reopened it and used it to punish all Nali. The current living Nali could believe this is happening because of their previous sins of using the dungeon themselves. I still need some good jargon for the stone tablets, however.
New RTNP Conversion for UT in the works
- Lightning Hunter
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Subject: Re: New RTNP Conversion for UT in the works
Post Posted: 27 Aug 2011, 10:34
- Lightning Hunter
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Subject: Re: New RTNP Conversion for UT in the works
Post Posted: 29 Aug 2011, 09:20
What do you guys think about introducing some weapons earlier than originally found in RTNP? For example, it seems that the Rifle is first picked up in Nagomi Passage. Soledad is played two levels earlier, and I prefer to have the Rifle found in Soledad instead. Does anyone think it's critical to keep the original Rifle in Nagomi, or can I make it found in Soledad instead? I also intend to have the player first pick up the Eightball in Nexus, which is a one level sooner than SpireLand.
- UB_
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Subject: Re: New RTNP Conversion for UT in the works
Post Posted: 29 Aug 2011, 09:27
Keep the weapons as where they are, Rifle should be found from Soledad. Let's say that this RTNP conversion would be eventually harder due to levels such as Morose and Cryox.
If RTNP weapons are there, then you may want to remove the Minigun. It's useless when the CAR does everything better than it plus more.
If RTNP weapons are there, then you may want to remove the Minigun. It's useless when the CAR does everything better than it plus more.
- Lightning Hunter
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Subject: Re: New RTNP Conversion for UT in the works
Post Posted: 29 Aug 2011, 09:55
UBerserker wrote:Keep the weapons as where they are, Rifle should be found from Soledad. Let's say that this RTNP conversion would be eventually harder due to levels such as Morose and Cryox.
If RTNP weapons are there, then you may want to remove the Minigun. It's useless when the CAR does everything better than it plus more.
Hmm, I think the Minigun is good for certain situations. It wastes a lot of ammo, sure - but It does do a good job at stunning the enemies when you really need it. Lets say an ambush puts you in a situation of certain doom, the Minigun can stun an enemy in its tracks - making it unable to move while you shoot it. I agree that the CAR Rifle is far batter, but it can't hurt to have the Minigun as a backup. At the moment, you can pick the Minigun up in Soledad, and I think I'll keep it that way.
The only thing I won't do is leave all the weapons at the start of Nexus. Obviously, that was done for testing purposes. The only weapon I'm going to introduce earlier in Nexus is the Eightball - originally found in SpireLand the level after.
Hmmm, where is the GES Bio Rifle first found? That is something else you can currently pick up in Nexus.
Edit: According to the walkthrough, the Bio Rifle is first found in Foundry. That is nearly 7 levels after Nexus. Should I make it found much sooner, or take it out of Nexus altogether? It is also found in Soledad and Morose, which is several levels before Foundry.
- Hellscrag
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Subject: Re: New RTNP Conversion for UT in the works
Post Posted: 29 Aug 2011, 12:57
If it were me, I'd want to change gameplay more generally throughout the pack, but it depends on your attitude to the project. For example, I'd certainly want the Krall in the last map replaced with Marines as the storyline clearly intended, but it looks like you're going for a more authentic approach.
Life is what you make of it.
- UB_
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Subject: Re: New RTNP Conversion for UT in the works
Post Posted: 29 Aug 2011, 13:16
GES Bio Rifle should appear in Foundry. It's a tech weapon and it doesn't fit in a crypt. Plus, it gives a bit more variety later in the game.
As for the Space Marines, they would probably need a revamp if they become regular enemies in the last map. The Krall could be made stronger instead.
As for the Space Marines, they would probably need a revamp if they become regular enemies in the last map. The Krall could be made stronger instead.
- Lightning Hunter
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Subject: Re: New RTNP Conversion for UT in the works
Post Posted: 29 Aug 2011, 13:30
Hellscrag wrote:If it were me, I'd want to change gameplay more generally throughout the pack, but it depends on your attitude to the project.
I'm definitely geared more toward the authentic feel right now. Once I start modifying the game play of the original maps, it opens a whole new can of worms, and I'm not ready to spend that much time on this project (heck, I wasn't even planning on spending this much time on it). I'm going to make the beta maps look, play, and fit in the best I can - but beyond that, everything else will pretty much stay the same. Unless someone else wants to help me on the project...
UBerserker wrote:GES Bio Rifle should appear in Foundry. It's a tech weapon and it doesn't fit in a crypt. Plus, it gives a bit more variety later in the game.
I agree. The only issue is that both Soledad and Morose have secrets devoted to the GES Bio Rifle. Morose has an especially nice looking secret room with the GES in it. What should I replace it with in those cases? I could put a Razorjack in those spots. You normally find the Razorjack two maps later in Velora Temple, but that isn't a huge sacrifice. The RazorJack does fit in with the Crypt theme, I think.
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Subject: Re: New RTNP Conversion for UT in the works
Post Posted: 29 Aug 2011, 15:55
Aside the Razorjack you may want to add only two RazorBlade packs on Easy and Medium, while only one pack on Hard and Unreal.
Razorjack is quite broken and one pack gives you 50 ammo.
Razorjack is quite broken and one pack gives you 50 ammo.
- Lightning Hunter
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Subject: Re: New RTNP Conversion for UT in the works
Post Posted: 29 Aug 2011, 20:04
UBerserker wrote:Aside the Razorjack you may want to add only two RazorBlade packs on Easy and Medium, while only one pack on Hard and Unreal.
Razorjack is quite broken and one pack gives you 50 ammo.
I agree; it's quite ridiculous how much ammo it gives you. I wonder how epic could have missed that? Or maybe they decided it didn't matter?
- UB_
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Subject: Re: New RTNP Conversion for UT in the works
Post Posted: 29 Aug 2011, 20:07
It's a bug. They should give you 25 bladed instead of the doubled amount.
- Buff Skeleton
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Subject: Re: New RTNP Conversion for UT in the works
Post Posted: 29 Aug 2011, 20:11
Lightning Hunter wrote:I agree; it's quite ridiculous how much ammo it gives you. I wonder how epic could have missed that? Or maybe they decided it didn't matter?
They probably figured most people would waste assloads of blades instead of firing and hitting every single blade directly in the head the way UBerserker does.
It's not broken, some people are just too good at using it
- salsaSkaarj
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Subject: Re: New RTNP Conversion for UT in the works
Post Posted: 29 Aug 2011, 22:01
Waffnuffly wrote:...
It's not broken, some people are just too good at using it
I've always wondered what UB meant with "broken", now I understand
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Subject: Re: New RTNP Conversion for UT in the works
Post Posted: 29 Aug 2011, 22:16
Waffnuffly wrote:Lightning Hunter wrote:I agree; it's quite ridiculous how much ammo it gives you. I wonder how epic could have missed that? Or maybe they decided it didn't matter?
They probably figured most people would waste assloads of blades instead of firing and hitting every single blade directly in the head the way UBerserker does.
It's not broken, some people are just too good at using it
It's true. Unreal veterans like us are far too accurate with those weapons. Ever seen how fast a Brute can be taken down with the RazorJack? I tend to get up close and personal with Skaarj to get easier headshots with the RazorJack.
This is the reason I add more ammo in my own maps, because most people waste more ammo than I do (I rarely miss). I know that not everybody is like that. This is why I created the Limbo mutator in the first place. It gives everything much more health, making that extra ammo necessary, and balances the game play for Unreal veterans.
- Lightning Hunter
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Subject: Re: New RTNP Conversion for UT in the works
Post Posted: 30 Aug 2011, 12:09
Well, Nexus is pretty much complete now. Here is basic rundown of what I've done with the map:
-All known bugs have been fixed, including BSP errors.
-LavaZones have been properly added, as well as a proper skybox.
-Flames have been added to several torch holders that previously had none. All torches have sound effects, as well as coronas.
-The "pit of doom" that you could previously get stuck in now has two pairs of jump boots, as well as a warning from a Nali to beware of the pit.
-Every single light source has been tweaked, including the Coronas. The map is much darker and more atmospheric, and the coronas are no longer blinding.
-Fixed all black decorations, by deselecting "Low Shadow Detail" for all surfaces of the map, and using bright corners for some details.
-All ScriptedPawns are set to either ambush, patrol, attack, or follow some scripted event through alarm points.
-Inventory placement rebalanced.
-Added 198 ambient sound actors, and 68 dynamic sound actors. Basically, every room has some some effect going on.
-Music Events placed.
-Many Scripted sequences involving the Nali have been added, including a few new secrets.
-Translator events that set the mood of the place have been added. No epic stories have been included, but rather some basic descriptions - which follows the usual format of official Epic maps.
-Slightly modified the skins for all the Skaarj, to make them darker and more cryptic.
I'm sure there is a lot more that I didn't list here, but there were literally too many fixes to remember them all. I can't imagine anyone would play through this map and not enjoy the experience, although I could be wrong.
-All known bugs have been fixed, including BSP errors.
-LavaZones have been properly added, as well as a proper skybox.
-Flames have been added to several torch holders that previously had none. All torches have sound effects, as well as coronas.
-The "pit of doom" that you could previously get stuck in now has two pairs of jump boots, as well as a warning from a Nali to beware of the pit.
-Every single light source has been tweaked, including the Coronas. The map is much darker and more atmospheric, and the coronas are no longer blinding.
-Fixed all black decorations, by deselecting "Low Shadow Detail" for all surfaces of the map, and using bright corners for some details.
-All ScriptedPawns are set to either ambush, patrol, attack, or follow some scripted event through alarm points.
-Inventory placement rebalanced.
-Added 198 ambient sound actors, and 68 dynamic sound actors. Basically, every room has some some effect going on.
-Music Events placed.
-Many Scripted sequences involving the Nali have been added, including a few new secrets.
-Translator events that set the mood of the place have been added. No epic stories have been included, but rather some basic descriptions - which follows the usual format of official Epic maps.
-Slightly modified the skins for all the Skaarj, to make them darker and more cryptic.
I'm sure there is a lot more that I didn't list here, but there were literally too many fixes to remember them all. I can't imagine anyone would play through this map and not enjoy the experience, although I could be wrong.
- Legendslayer222
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Subject: Re: New RTNP Conversion for UT in the works
Post Posted: 30 Aug 2011, 13:14
Seems like you've done a load of great work bringing that map to life.
I've not played the beta but I will certainly play this.
I've not played the beta but I will certainly play this.
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