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Very Hot Topic (More than 25 Replies) Unreal 227 Map Update Project (Read 25731 times)
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Oldunreal MasterPoster
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Re: Unreal 227 Map Update Project
Reply #30 - May 22nd, 2016 at 8:16am
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Shocked
Nice lava bloom effect (using emitter + particle corona I guess).
  

Shivaxi wrote on Jul 25th, 2013 at 12:50pm:
...and now im stuck trying to fix everything you broke for the next 227 release xD Tongue

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Leo T_C_K
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Re: Unreal 227 Map Update Project
Reply #31 - May 22nd, 2016 at 10:09am
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Looks nice, kinda reminds me of how some of the unreal psx maps were in geometry (despite that they had to keep low poly count they started using the "blob" tesselated cube method to make caves etc, introduced to the team by Nathan Silvers).
  

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Krull0r
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Re: Unreal 227 Map Update Project
Reply #32 - May 22nd, 2016 at 10:18am
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.:..: wrote on May 22nd, 2016 at 8:16am:
Shocked
Nice lava bloom effect (using emitter + particle corona I guess).



Correct Smiley


@ Leo

I'm using blender for creating the low poly Caves and Landscapes.
  

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Leo T_C_K
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Re: Unreal 227 Map Update Project
Reply #33 - May 22nd, 2016 at 10:26am
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Krull0r wrote on May 22nd, 2016 at 10:18am:
.:..: wrote on May 22nd, 2016 at 8:16am:
Shocked
Nice lava bloom effect (using emitter + particle corona I guess).



Correct Smiley


@ Leo

I'm using blender for creating the low poly Caves and Landscapes.

Well, it looks similar enough even if made inside unrealed using tesselated cubes and similar methods. I tried that with my isle of sharighar map too and it produced similar results to the upsx maps.
  

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Krull0r
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Re: Unreal 227 Map Update Project
Reply #34 - May 22nd, 2016 at 1:19pm
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Yes, the result is the same. Before I started to use an external program like Blender I used the same method with the tessellated cubes for caves or landscapes. For me, using blender is much faster.
  

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Re: Unreal 227 Map Update Project
Reply #35 - May 22nd, 2016 at 6:58pm
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Yes, it took most of the time I had for the speedmapping contest for UnrealSP....
  

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Krull0r
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Re: Unreal 227 Map Update Project
Reply #36 - Nov 25th, 2016 at 6:37pm
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Short Update news.

Dig'nDug227 is nearly done. I only have to rework two rooms Smiley and tons of bug fixes.

I also like to present a play through of NyLeve227.  It's the latest but not final version of the map Smiley

https://youtu.be/CPznx8W6baw


Maybe I need help on this project. It's to huge for being a one person project I am also very exhausted. I worked the whole year on this and the progress is still so small Sad


Greets
  

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Kajgue
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Re: Unreal 227 Map Update Project
Reply #37 - Nov 25th, 2016 at 7:13pm
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Hey Krullor,

Very good work with the nyleve update and the other maps you've done so far, I would give you a hand with the 227 map update project, although I'm very pre-occupied with the project that I'm working on + RL stuff. Maybe at a point later on I could help you out with various things for this, like handing you assets under your direction. That is, when I have a comfortable amount of time to spare. D:

Keep up the diligent good work mate!
  

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Re: Unreal 227 Map Update Project
Reply #38 - Nov 30th, 2016 at 6:45pm
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Great design, I like it. Good work!
  
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Krull0r
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Re: Unreal 227 Map Update Project
Reply #39 - Nov 30th, 2016 at 9:19pm
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Konrad92 wrote on Nov 30th, 2016 at 6:45pm:
Great design, I like it. Good work!



Thank you Smiley


@ Kajgue


It would be awesome to have a second very skilled level designer working on this project Smiley

But please. finish your project first. So many projects are called canceled or are pre-released in the last time that makes me sad.



It would be nice to have a Unreal Version where are all Singleplayer maps are updated to Unreal 227.

I think many people will check this out. because its Unreal. its about nostalgia and the game is a milestone in game history.



  

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Krull0r
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Re: Unreal 227 Map Update Project
Reply #40 - Dec 13th, 2016 at 8:27pm
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Small Update.


Dig'nDug227 is nearly finished I only need to polish the map and fix some bugs Smiley


here are some screenshots


Dig:







Dug:





  

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Kajgue
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Re: Unreal 227 Map Update Project
Reply #41 - Dec 14th, 2016 at 7:51am
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Quite nice work, I especially like the last shot with the sharp coronas, keep up the good work!
  

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Re: Unreal 227 Map Update Project
Reply #42 - Dec 14th, 2016 at 8:50am
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niceeeee
  

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Re: Unreal 227 Map Update Project
Reply #43 - Dec 22nd, 2016 at 9:27pm
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I'll point out something I don't like first, as usual.

The pipes, they look kinda out of the place to me. Just like the standard human tech ones.

And I like the lava shot most with the bridges and fire myself...
  

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Re: Unreal 227 Map Update Project
Reply #44 - Jan 7th, 2017 at 1:04pm
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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?

Anyway, it's about time this game starts looking bit better. Some of the original maps were, to a certain extent, hasty work and I feel like there was a lot of unused potential there to make them look better than they turned out. Some of that could be attributed to hardware limitations of the time though, but things like badly placed lights on torches causing overly large shadows below them have no excuse and are screaming to be fixed.
  
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