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Moderators: Semfry, Delacroix, UBerserker, Jigoku, Doublez-Down
Post Posted: 27 Sep 2016, 01:24
Post Posted: 27 Sep 2016, 21:49
Post Posted: 28 Sep 2016, 00:32
Post Posted: 28 Sep 2016, 01:17
jazz wrote:Hi!Sorry it's been a very long time since I made a comment on anything in the forums.The last five years are a period of time I wish to forget in a personal way.Illness, two family deaths, loss of girlfriend, money, job and house can take it's toll!On a brighter note the next pack is almost finished with about 3/4 of the last map left to finish.I'm suffering from map makers block at the moment but that should pass. It wont be in the next few months unfortunately as I'm training to be a wind turbine tech in hull.I remember the above map as one that took quite a while to do as there were a lot of things I wanted to achieve in its scope. I do remember having to bin a few ideas because of the engine limits, and I think the FPS took a few hits on the way; However, I was pleased with the result in the end.The new pack has a mix of Human, Nali, Ancient and Skaarj levels as opposed to the main Human theme in the 'First Day' Pack. I'm hoping you all like it.
Post Posted: 28 Sep 2016, 01:24
Post Posted: 28 Sep 2016, 18:46
Post Posted: 30 Sep 2016, 16:58
jazz wrote:I think the play-through was from the earlier version where the gameplay was all over the place and the messages where pretty lame.
Semfry wrote:This level has some of my favourite visuals in the pack, with stuff like the huge machine rooms and various moving parts, like I said in the review I also like the way the pack transitions from clean labs into more deteriorated settings (with this being one of the main transitions to that). On the other hard, this is the level where performance issues getting in the way of combat sticks out, although the areas are detailed enough that it makes sense, and the ambush from the doorway is one part where I had some issues with doors locking behind you to prevent retreat. In the large machine area the way to go is also a little vague and I'm still not really sure on the "right" way to do it, and you can get stuck if you jump in the pit the cargo things come from before turning the machine on. The jumping puzzles seem to have been designed with dodging in mind as that makes some of the tougher jumps pretty easy, as long as you're careful it's not too hard though. This is the level with the section that's really close to a part of Opposing Force for Half-Life, but I guess it can be considered a homage .
Post Posted: 30 Sep 2016, 18:58
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