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It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com
Dead City 4
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Jâçkrâßßit
Dead City 4
[img]http://i764.photobucket.com/albums/xx290/quadj130/deadc4.jpg[/img]
Yep, you heard right! I'm working on a new version of Dead City and I need ideas for town layout for zombie infestation. Keep in mind, zombies come from some sort of cave system that should probably run below the entire city/town.
As you may be able to tell, I'm going for a more "realistic" feel with this version of Dead City and will be using mainly custom textures imported by me with the use of some online resources....
I'm using random CGTextures.com textures and editing them in photoshop to either:
1. Make them seamless
2. Add details (such as the sidewalk details done by me)
Any ideas about gameplay/design are very appreciated and I will definitely consider all ideas on the forum. (note: This project is to maintain compatibility, so try to stay away from 227 only features for this one).
Yep, you heard right! I'm working on a new version of Dead City and I need ideas for town layout for zombie infestation. Keep in mind, zombies come from some sort of cave system that should probably run below the entire city/town.
As you may be able to tell, I'm going for a more "realistic" feel with this version of Dead City and will be using mainly custom textures imported by me with the use of some online resources....
I'm using random CGTextures.com textures and editing them in photoshop to either:
1. Make them seamless
2. Add details (such as the sidewalk details done by me)
Any ideas about gameplay/design are very appreciated and I will definitely consider all ideas on the forum. (note: This project is to maintain compatibility, so try to stay away from 227 only features for this one).
Last edited by Jâçkrâßßit on Thu Feb 10, 2011 2:54 am, edited 1 time in total.
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Gizzy
- OldUnreal Member
- Posts: 1468
- Joined: Thu Jul 10, 2014 7:13 pm
Re: Dead City 5
I wasn't aware there was even a dead city 4.
I like the idea of another dead city map, I liked the first three (Especially with the whole day/night cycle)
I guess I'll have to play the first three to death and see if I can think of any ideas.
I like the idea of another dead city map, I liked the first three (Especially with the whole day/night cycle)
I guess I'll have to play the first three to death and see if I can think of any ideas.
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Bleeder91[NL]
- OldUnreal Member
- Posts: 1062
- Joined: Sun Oct 04, 2009 7:22 pm
Re: Dead City 5
ye dead city 4 went MIA? 
anyway, most zombie films require decapitation, so my suggestion would be to headshot a zombie before it's dead, otherwise there is a 50% chance that it gets back up after a few seconds/minutes.
anyway, most zombie films require decapitation, so my suggestion would be to headshot a zombie before it's dead, otherwise there is a 50% chance that it gets back up after a few seconds/minutes.
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Rob-Bot
- OldUnreal Member
- Posts: 291
- Joined: Wed Jan 30, 2008 12:29 am
Re: Dead City 5
sweet 2 dead city 5's coming in the future. That is if the other one wasn't canceled.
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Skw
Re: Dead City 5
Did you ask dots first? If you didn't, he gonna turn madman and will code some lines to 227g, which makes all 227g clients to attack your computer. Dots used to be making Dead City maps and therefore owns trademarks and copyrights of the name.
...nah just kidding, but ask anyway
sorry my english
...nah just kidding, but ask anyway
sorry my english
Last edited by Skw on Tue Feb 08, 2011 5:30 pm, edited 1 time in total.
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Jâçkrâßßit
Re: Dead City 5
I was thinking of naming it deadtown anyway... Cause I wan't to make it more like a village.
EDIT: nevermind, I'm going to call it DeadCity4 because noone has finished it yet. New screenshot will be up soon.
EDIT: new screenshot up
EDIT: nevermind, I'm going to call it DeadCity4 because noone has finished it yet. New screenshot will be up soon.
EDIT: new screenshot up
Last edited by Jâçkrâßßit on Thu Feb 10, 2011 2:54 am, edited 1 time in total.
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]Rubberwood
- OldUnreal Member
- Posts: 402
- Joined: Thu Jun 19, 2008 11:38 pm
Re: Dead City 4
The only suggestion I can think of for now is to not make some buildings a solid square or rectangle like in the past ones.
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Gizzy
- OldUnreal Member
- Posts: 1468
- Joined: Thu Jul 10, 2014 7:13 pm
Re: Dead City 4
Would this be of any use?
[img]http://i54.tinypic.com/34g0tvl.jpg[/img]
[img]http://i54.tinypic.com/34g0tvl.jpg[/img]
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Bleeder91[NL]
- OldUnreal Member
- Posts: 1062
- Joined: Sun Oct 04, 2009 7:22 pm
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Jâçkrâßßit
Re: Dead City 4
Looks good, gonna need a non-skeletal version though for it to go in DeadCity 4. I believe .:..:'s is capable of doing that in blender though.
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Gizzy
- OldUnreal Member
- Posts: 1468
- Joined: Thu Jul 10, 2014 7:13 pm
Re: Dead City 4
I have one already, but the walk animation breaks the modelLooks good, gonna need a non-skeletal version though for it to go in DeadCity 4.
Edit: I am no longer supporting this project.
Last edited by Gizzy on Mon Feb 21, 2011 10:39 pm, edited 1 time in total.
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[]KAOS[]Casey
- OldUnreal Member
- Posts: 4497
- Joined: Sun Aug 07, 2011 4:22 am
- Location: over there
Re: Dead City 4
No longer supporting the project? Did the model break or something? I don't get it. That would've been a nice addition to unreal.. oh well.
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Gizzy
- OldUnreal Member
- Posts: 1468
- Joined: Thu Jul 10, 2014 7:13 pm
Re: Dead City 4
Yeah, there are problems with the animations.No longer supporting the project? Did the model break or something? I don't get it. That would've been a nice addition to unreal.. oh well.
There are also other reasons, but those are for another day.