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Unreal 227 Singleplayer Map Update Project [WIP]

For discussion and promotion of Unreal Engine single-player campaigns, mapping projects and total conversions.

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Krull0r
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Subject: Unreal 227 Singleplayer Map Update Project [WIP]

Post Posted: 22 Jun 2016, 22:20

Hello guys

I'm still working on a huge project for Unreal 1. I'm reworking and updating the whole singleplayer campaign to the inofficial Unreal 227 Patch.

Some of my friends are asking me, why the hell are you doing this? This game is old this make no sense!... what a waste of time!

I love Unreal. I started to play this game since the release and creating new levels for it since 1999.

My thoughts where... 227 includes so many cool stuff and effects like Distance Fog, Dynamic Coronas, Emitters and and and...... it would be a shame when this stuff still exist but no one who plays the regular Unreal campaign knows about it.

I'm not only planning to change the visuals of the levels, I also will improve the gameplay with some changes...

We all know Unreal, we all know where the enemies are hiding, we all know: "okay I will find in the next part of the level Flakboxes, Rocketcans.... I'm shooting now with those weapons because I can refill ammo in the next room.'

Imagine ... this will be random... Enemies will spawn in there area but on random places... The player will find less ammo as before but killing enemies or searching dead bodies with the "grab" key will drop ammo, health and inventroy randomly....


EVERYTIME when you replay the updated version it will be not the same.


Here is a small list what I am planning to do:

    - Adding tons of emitters
    - Distance Fog
    - Better Lighting
    - Sunlight coronas
    - Outdoor Maps will have two versions ( Sunshine and Raining ) The gameplay of both versions is the same. The Map will randomly load after leaving the level you played before
    - Small changes on the levels geometry
    - Pushing the atmosphere
    - Interactivity ( triggering buttons, levers or what ever with the "grab" key or using computer panels ( qComputers ) to activate events. // removed
    - Players can search deadbodies for random ammo, health or armor
    - Translator messages from dead humans are also displayed on a "Translator Mesh" next to the carcass // removed
    - Adding quadshot
    - Enemies will spawn in their area but on random places
    - Enemies will drop random items
    - Better Enemy projectile effects
    - Changes on some effects
    - Dig and Dug will be one level
    - Terralift and Terraniux will be one level


I also have some screenshots of the the first three updated maps.

Vortex227

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NyLeve227

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Dig227

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To be honest.. this project will take a very very long time and I will work on this but i can't promise if I ever can finish it.
Last edited by Krull0r on 08 Feb 2017, 19:18, edited 2 times in total.
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User avatar Xanious
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Subject: Re: Unreal 227 Singleplayer Map Update Project [WIP]

Post Posted: 23 Jun 2016, 00:43

It looks pretty awesome from what screencaps you've posted so far.
(also known as Xanious)

User avatar Preki
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Subject: Re: Unreal 227 Singleplayer Map Update Project [WIP]

Post Posted: 30 Jun 2016, 22:04

Interesting, this might go well with S3TC textures and HD weapons. At least better than vanilla Unreal.
Doo dee doo, doo da doo, la doo dee doo.

Im jsut teh Gooby dont minde meh, k?

Krull0r
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Subject: Re: Unreal 227 Singleplayer Map Update Project [WIP]

Post Posted: 05 Sep 2016, 10:27

Hi Guys.

I like to show you a YouTube video from NyLeve 227. It's the latest but not the final Version of this map. I have to fix something with the music event triggering, enemy- and inventory placement.


I'ts just a small showcase what I have allready done.

https://www.youtube.com/watch?v=CPznx8W6baw
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User avatar Buff Skeleton
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Subject: Re: Unreal 227 Singleplayer Map Update Project [WIP]

Post Posted: 05 Sep 2016, 19:48

This looks like a pretty good HD remake effort. It stays faithful to the original without radically changing the design while still managing to make everything look a lot nicer.

Only things I notice is maybe some of the lighting effects are a bit overkill, like the tarydium crystals and the Warning panels in Vortex casting too much light bleed (those are not extremely bright light sources after all). The crystals also would be casting more uniform light from the whole shape rather than a single point, though I am not sure how you'd approach this in 227 but I'm sure it can be done.

Otherwise, worst case, you could have a large glow texture that encompasses the whole brush, but is a lot more subtle and has a lower scale glow (like 0.2 - 0.3 at most). What's in place now looks more like a corona with a very bright center point relative to the perimeter.

And while you're focusing so much on detail, consider things like where bullet casings would actually land next to a carcass -- that dude in NyLeve adds a lot of character having more detail around it, but having the casings neatly surround the pistol within a couple of feet seems less likely when you're getting shot and probably running for your life :) Maybe you could tell a very subtle story about that guy's last moments by having more blood trails scattered about from another area and bullet casings all around. They'll bounce and roll and stuff when dropped, too, so you could even do things like find a few way down below in the water or on the land portion below the cliffs, like some that rolled or fell off the side.
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Krull0r
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Subject: Re: Unreal 227 Singleplayer Map Update Project [WIP]

Post Posted: 07 Sep 2016, 00:43

Thanks for your feedback :)

I'll work on the things you mentioned :)
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User avatar UberPwnr
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Subject: Re: Unreal 227 Singleplayer Map Update Project [WIP]

Post Posted: 08 Nov 2016, 22:42

OH MY GOD. this is amazing, I love this and all the ideas you have so far. Shivaxi just told me about this today and I'm glad I decided to search for it. please stick with it, you have some talent for A E S T H E T I C S lol. or at the very least share what you have with us when/if you do eventually decide to call it quits.

Krull0r
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Subject: Re: Unreal 227 Singleplayer Map Update Project [WIP]

Post Posted: 12 Nov 2016, 16:07

Thanks UberPwner

I took a huge break on this for a wile. I had some reallife trouble an some other games to play :)

But l'm still working on this project :) If I ever decide to cancel this, I will release what I have already done.



It's still good for my motivation to read something like you posted.
It shows me that people do like what I am working on.


So it's time to open the editor again ;)
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User avatar UberPwnr
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Subject: Re: Unreal 227 Singleplayer Map Update Project [WIP]

Post Posted: 13 Nov 2016, 03:32

no problem Krull0r, I hope to see the mines revamped relatively soon :D

I'd still like the meshes of your old trees too btw, if you don't mind putting them in dropbox or on some other file hosting site.

I know theres other tree models out there for use with unreal/UT but most of them dont have that "Unreal feel" you know what I mean?

Krull0r
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Subject: Re: Unreal 227 Singleplayer Map Update Project [WIP]

Post Posted: 13 Nov 2016, 20:28

UberPwnr wrote:
I'd still like the meshes of your old trees too btw, if you don't mind putting them in dropbox or on some other file hosting site.



I sent you a pm over UnrealSP.org where all my trees are saved as .obj files.

I can give you them, because I'm planning to rework them :)
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Krull0r
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Subject: Re: Unreal 227 Singleplayer Map Update Project [WIP]

Post Posted: 16 Dec 2016, 12:53

Dug227 :)

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Both maps are nearly finished :)
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watcher_of_the_skies
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Subject: Re: Unreal 227 Singleplayer Map Update Project [WIP]

Post Posted: 16 Dec 2016, 16:59

This stuff looks insane!

User avatar Nalisavior
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Subject: Re: Unreal 227 Singleplayer Map Update Project [WIP]

Post Posted: 17 Dec 2016, 09:01

looks great! keep up the good work

Annetteblue
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Subject: Re: Unreal 227 Singleplayer Map Update Project [WIP]

Post Posted: 22 Dec 2016, 04:47

Looks very cool!

User avatar Buff Skeleton
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Subject: Re: Unreal 227 Singleplayer Map Update Project [WIP]

Post Posted: 22 Dec 2016, 17:05

Oh man that looks fantastic. The pipes, steam, and fog add SO MUCH to that map.
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