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Post Posted: 16 Aug 2015, 21:38
Mister_Prophet wrote:makemeunreal wrote:Well, I don't mind the rip. It's always nice to see something new.I know you didn't mean anything by it, but it is sentiment like this that just completely demotivates me personally. Part of the allure for me to continue this hobby is to know that there are people with integrity still in the community. When I read stuff like this it just makes me want to close UED and do something else with my day.
makemeunreal wrote:Well, I don't mind the rip. It's always nice to see something new.
makemeunreal wrote:"Éppen a hozzád hasonlók miatt ennyire széthúzott az Unreal scene, te SEGGFEJ."
Post Posted: 16 Aug 2015, 21:56
Post Posted: 16 Aug 2015, 22:29
Post Posted: 02 Sep 2015, 05:27
Post Posted: 02 Sep 2015, 05:31
Mister_Prophet wrote:Not this old yarn again. Reminds me of when I played the original version of Xenome. I'll give the author the benefit of commenting first, but did anyone else besides UB notice this? I haven't had the time to go through some recent Unreal packs, this one included.
Post Posted: 02 Sep 2015, 05:39
UBerserker wrote:So.In these recent weeks I decided to try 227i for a long while and started straight out with this mappack. I still can't be accustomed with 227 because, while it improves a bit on the visual side, it still got some technical issues like the gamespeed going back to default after each level (115% speed is my religion), slid-y movements, lack of a custom map menu like Oldskool's (I don't see one), AI sometimes fucking up etc... So UT is ultimately superior for SP.Now I've played this mappack and if somebody would ask me for a USP-style review, that's quite hard because it's jarring when you have to deal with a lot of levels that constantly use whole Unreal/RTNP terrain and other non-terrain assets, with various modifications. I could almost recognize all the Unreal terrain, even a quite clever use of the SkyCaves first river cave in the mine level, however there were some that I couldn't recognize and I don't know if it they were new or not (aka you made them yourself). Using Sacred Passage's terrain in two consecutive levels was a bit too much. Then I saw some Skaarj guard point base in FarLands which looked strangely familiar but ok, perhaps the constant appearance of Unreal assets is giving me the wrong ideas so I went on.Got to say, the WarShip at the beginning of the mappack was pretty nice, good job. Generally, the indoor build you created looked above average, no complains.I totally ignored the story because it didn't seem important. The gameplay seems kind of balanced but it's mostly stationary enemies that can be easily killed; only the Queen at the end was hard due to the Skaarj around. Skaarj Troopers are always a problem and must be used with care.I have forgotten a lot of details because I played this before July started and didn't want to post anything until a certain day because I was busy and didn't want to be distracted.Well, sadly, I've got to say something.When I played QueenShip, I saw something at the beginning that was waaay too familiar:1st screenshot is from Hexephet 2nd map. 2nd screenshot with the same exact corridor brushes is from QueenShip. When I mentioned also that "familiar" Skaarj guard base in FarLands, its brushes are taken from a Skaarj guard base in Hexephet's 1st map (the one with the elevator) but heavily modified.When I played throughout the DeadStar maps, I've encountered a lot of uncanny resemblances to just about anything but when I discovered you ripped Hexephet's assets at this point I wondered what's original in this pack and WHAT ISN'T.Please clarify.
Post Posted: 02 Sep 2015, 05:44
Sat42 wrote:UBerserker wrote:Here's anyway more proof of Hexephet ripped assets. [...]This is just sad :<Yeah, it is a shame, particularly as I had really enjoyed this: to me it's a great mappack, not taking into account the issue with ripped assets.
UBerserker wrote:Here's anyway more proof of Hexephet ripped assets. [...]This is just sad :<
Post Posted: 02 Sep 2015, 06:19
Post Posted: 02 Sep 2015, 21:10
Post Posted: 06 Sep 2015, 18:53
Post Posted: 07 Sep 2015, 02:06
UPredator wrote:Thank you Mister_Prophet. I admire you giving me the opportunity to explain. I really never meant to mislead you in anyway, it was a stupid mistake one i should have known better for at the start. Please don't allow it to ruin the maps for you. I will correct this problem if allowed to do so and try my best to remedy the situation. I'm not sure what you mean by Xenome..
Post Posted: 03 Nov 2015, 00:21
UPredator wrote:Sat42 wrote:UBerserker wrote:Here's anyway more proof of Hexephet ripped assets. [...]This is just sad :<Yeah, it is a shame, particularly as I had really enjoyed this: to me it's a great mappack, not taking into account the issue with ripped assets.Hi, please don't let this ruin the experience for you. I will amend this issue and make sure that any wrong doings are paid for in full if allowed. I never intended to mislead you. The maps were right there, in the open. I made the mistake of uncrediting and it's costing me, as it should. Please understand that i put a lot of time into these levels. I wanted a wholly "Unreal" feel, and nothing's better to refer to then the original Unreal levels. Terrain is hard to work with especially with huge BSP cuts. I am not good with terrain, i try to work with the best i can with what i can do.I have issued an apology for the matter. Please let me know if i can do anything else for you.Thank you
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: 14 Jan 2016, 05:28
Post Posted: 13 Feb 2016, 22:05
Post Posted: 14 Feb 2016, 01:11
UTupi wrote:Wanted to try this again. Now I'm stuck in Emeraldbeach. In the cave with the Slith. Just no clue what to do to continue. Ghosting doesn't show a way forward. For the life of me I can't remember if I stopped here the last time I played this pack. Care to give me a spoiler how to continue, or the name of the next map so I'll just open it?Hopefully not a 227i engine issue? (Some other packs that work fine on 227g and 227h cause a crash on 227i. Hopefully something that gets resolved in time. If not, 227i maybe should start a new incompatible 228 series. But I'm no engine developer. Just pointing out there are in fact some engine issues.)
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