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Very Hot Topic (More than 25 Replies) Unreal 227 Map Update Project (Read 8134 times)
AndryxaXP
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Re: Unreal 227 Map Update Project
Reply #45 - Jan 7th, 2017 at 4:56pm
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Incredible effects! keep it up, Krull0r! Smiley
  
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Krull0r
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Re: Unreal 227 Map Update Project
Reply #46 - Jan 8th, 2017 at 7:24pm
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Sharsys wrote on Jan 7th, 2017 at 1:04pm:
Great work! I've been waiting for something like this.

Krull0r wrote on Mar 4th, 2016 at 7:48am:
+ Enemies drop random ammo or Weapons
+ removed preplaced ammo on maps you will get ammo from monsters
+ searching dead bodies for ammo or weapons with the "grab" function


This feels kinda off though .. I'd like to keep it oldschool. Maybe we can have another version with these features disabled?



I also was thinking about that. But yes, why not.

I know there are a lot of people which like the original game and its behavior.  Smiley


« Last Edit: Jan 9th, 2017 at 1:44pm by Krull0r »  

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Re: Unreal 227 Map Update Project
Reply #47 - Jan 9th, 2017 at 1:08am
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I got a chance to betatest these maps with Krullor today and I'll say here the same thing I said to him in teamspeak: He just needs to quit working on this and shelve the entire project.

I'm not kidding guys. He needs to move on to UE4 and make some money at this. Walking around the maps with him I was constantly stopping just to stare at things. His fire looks like goddamn real fire, the smoke looks like wispy smoke. It's visually stunning, and I don't say that lightly. K's put some major effort into this and it really, really shows.

You should listen to me K and package the first couple of levels as a demo and market that to the teams working in the UE4 engine. There's a developer's spot for your talent level just waiting to be filled.

I can't wait until you guys get to see this and play through. It's incredibly good.
  

I'm outta here. C ya!
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lowenz
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Re: Unreal 227 Map Update Project
Reply #48 - Jan 9th, 2017 at 3:47pm
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Krull0r wrote on Jan 8th, 2017 at 7:24pm:
Sharsys wrote on Jan 7th, 2017 at 1:04pm:
Great work! I've been waiting for something like this.

Krull0r wrote on Mar 4th, 2016 at 7:48am:
+ Enemies drop random ammo or Weapons
+ removed preplaced ammo on maps you will get ammo from monsters
+ searching dead bodies for ammo or weapons with the "grab" function


This feels kinda off though .. I'd like to keep it oldschool. Maybe we can have another version with these features disabled?



I also was thinking about that. But yes, why not.

I know there are a lot of people which like the original game and its behavior.  Smiley



No need to "removed ALL preplaced ammo on maps you will get ammo from monsters" (cause enemies stock ammos too somewhere! :p )
  

The task is not so much to see what no one has yet seen, but to think what nobody has yet thought, about that which everybody sees - E.S.
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Re: Unreal 227 Map Update Project
Reply #49 - Jan 9th, 2017 at 7:05pm
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Hehe Smiley I like to add some kind of randomness to every play through. And also a kind of a lucky feeling when rocketcans, rifleammo, flakboxes and some shells from the quadshot drops Smiley

Those ammo types will be rare drops Smiley and I like to see how it scales when all is done.

So it's not possible to say: god damn I shoot my Flakcannon empty, because in the next room there is a secret where I can find eight flakboxes...
  

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Dozey
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Re: Unreal 227 Map Update Project
Reply #50 - Jan 12th, 2017 at 9:41am
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Woooahh. Something really big and great art gonna be released.. Tell me Krull, are you going to modify regular bsp terrain into the HQ static meshes?
  
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Re: Unreal 227 Map Update Project
Reply #51 - Jan 12th, 2017 at 10:33am
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Dozey wrote on Jan 12th, 2017 at 9:41am:
Woooahh. Something really big and great art gonna be released.. Tell me Krull, are you going to modify regular bsp terrain into the HQ static meshes?



I still modify the regular bsp terrain and add a bit more details on it, but not as a static mesh. If I would do that, lights won't cast shadows on the ground anymore and the flashlight will cause strange lighting results.

Static meshes use vertex lighting like all other meshes and that does not fit in to the "unreal look' Cry

  

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Leo T_C_K
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Re: Unreal 227 Map Update Project
Reply #52 - Jan 12th, 2017 at 10:12pm
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Kudos for sticking to the plain geometry. I get sick all the time of projects switching to staticmeshes.
  

People who accuse others of trolling are usually the biggest trolls themselves.
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Re: Unreal 227 Map Update Project
Reply #53 - Jan 13th, 2017 at 9:19am
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Leo T_C_K wrote on Jan 12th, 2017 at 10:12pm:
I get sick all the time of projects switching to staticmeshes.


This, a million times.
It just doesn't look the same.
  

You must construct additional pylons.
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Re: Unreal 227 Map Update Project
Reply #54 - Jan 20th, 2017 at 3:46pm
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gopostal wrote on Jan 9th, 2017 at 1:08am:
He needs to move on to UE4 and make some money at this.

How about monsters, weapons, projectiles? I couldn't find any decent implementation of such things for UT4. There are pretty looking maps for UT4, but the game itself utterly sucks due to its toylike plastic weapons, weak mediocre sounds, and ugly visual effects that remind me of cheap animation movies. Despite the modern graphics, it's a second-rate project that needs a lot of talented manpower to make it a decent AAA project it pretends to be. The theoretical possibility to create some amazing stuff using UE4 doesn't mean you can do this in practice (lack of talented manpower is a curse of many dev teams).
  
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Re: Unreal 227 Map Update Project
Reply #55 - Jan 20th, 2017 at 10:15pm
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UT4 is a socialistic experiment. They proved it with the couple of last updates and I already uninstalled the game before that because I could foresee something terrible was coming. People hate the latest updates like they removed impacthammer/altfire of rocketlauncher and introduced a new grenade launcher and talking about everything like the soviets and liandri logo now even resembling soviet stuff. You must see the resemblance kent now do you? Coming from Russia and all.
  

People who accuse others of trolling are usually the biggest trolls themselves.
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Re: Unreal 227 Map Update Project
Reply #56 - Jan 22nd, 2017 at 12:02am
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Leo T_C_K wrote on Jan 20th, 2017 at 10:15pm:
UT4 is a socialistic experiment. They proved it with the couple of last updates and I already uninstalled the game before that because I could foresee something terrible was coming. People hate the latest updates like they removed impacthammer/altfire of rocketlauncher and introduced a new grenade launcher and talking about everything like the soviets and liandri logo now even resembling soviet stuff. You must see the resemblance kent now do you? Coming from Russia and all.

Conspiracy theory mode?
  

The task is not so much to see what no one has yet seen, but to think what nobody has yet thought, about that which everybody sees - E.S.
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Krull0r
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Re: Unreal 227 Map Update Project ( Unreal Redux )
Reply #57 - Apr 27th, 2017 at 2:54am
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Hey there. My project is still alive and in progress.


Chizra is almost done, here is a comparatively screenshot. Time to go over to Ceremony.

Original Version




Redux Version

« Last Edit: Apr 28th, 2017 at 5:22am by Krull0r »  

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dustinechoes849
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Re: Unreal 227 Map Update Project ( Unreal Redux )
Reply #58 - May 11th, 2017 at 11:36pm
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Krull0r wrote on Apr 27th, 2017 at 2:54am:
Hey there. My project is still alive and in progress.


Chizra is almost done, here is a comparatively screenshot. Time to go over to Ceremony.

Original Version

http://wg1165843.virtualuser.de/unrealdev/Krullstuff/UnrealRedux/ScreenShots/Chi...


Redux Version

http://wg1165843.virtualuser.de/unrealdev/Krullstuff/UnrealRedux/ScreenShots/Chi...


Looks great Cheesy
  


don't bother trying to message me over AIM, I haven't used that in years lol
I have a Discord, the number thingie is #6413
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Re: Unreal 227 Map Update Project
Reply #59 - Jul 12th, 2017 at 5:33am
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Always professional work. Outstanding. And I'm a fan of BSP too.
  

OK - he falls
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