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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
[rtnp]RTNP Episode III: Operation Stealth Claw
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スマイル・ドラゴン
- OldUnreal Member
- Posts: 1263
- Joined: Sun Feb 10, 2008 9:07 pm
Re: [rtnp]Operation Stealth Claw
I think he means missions where, your primary method of transport to the target is one of those shuttle crafts. Probably with appropriate cutscenes as well.
By the way, if you ever want someone to compose music for your project don't hesitate to ask me. I can't guarantee good quality but so long as I'm given a image I can make something out relatively well. I'm a slow worker so I may not be preferable if you expect results fast.
By the way, if you ever want someone to compose music for your project don't hesitate to ask me. I can't guarantee good quality but so long as I'm given a image I can make something out relatively well. I'm a slow worker so I may not be preferable if you expect results fast.
I am the dragon without a name.
Ðàrk-_¦_-Ñïght.: / κυνικός Δράκων / スマイル・ドラゴン / Draco Nihil
Ðàrk-_¦_-Ñïght.: / κυνικός Δράκων / スマイル・ドラゴン / Draco Nihil
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William(Rainman)
- OldUnreal Member
- Posts: 991
- Joined: Mon Jul 25, 2011 3:20 am
Re: [rtnp]Operation Stealth Claw
Well I find a Huge Map of a Building/Structure to be a Waste of Unused Space. Unless you plan on adding a Second Level/Floor to the Huge Box Map or a Titan or Queen then there is No Point in making it Huge.Because in terms of gameplay, this is very limiting. People prefer unusual and unrealistically large architecture they can easily navigate, and that's why games usually have large proportions.First time I hear something like that.I'm just hoping that most of the Structures/Buidlings are not Big Giant Building like Church Halls or Cathedrals. I Prefer most of my Buildings to be within the Character Height. Much like our Houses we live in the Average Ceiling Height in our House is Roughly 9ft in Height depending on the Individuals Height. The Nali are Roughly 8ft Tall so the Ceiling Height would be Roughly 10-11ft in Height.
Waste of Space and Not very Creative making the Author of the Map LAZY
Last edited by William(Rainman) on Fri Dec 07, 2012 1:42 am, edited 1 time in total.
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スマイル・ドラゴン
- OldUnreal Member
- Posts: 1263
- Joined: Sun Feb 10, 2008 9:07 pm
Re: [rtnp]Operation Stealth Claw
Excuse me if I seem aggressive but, have you EVER made a single map in a video game before William R? That's seriously the most ignorant thing I've heard you say on this forum.
Well I find a Huge Map of a Building/Structure to be a Waste of Unused Space. Unless you plan on adding a Second Level/Floor to the Huge Box Map or a Titan or Queen then there is No Point in making it Huge.
Waste of Space and Not very Creative making the Author of the Map LAZY
I see nothing wrong with large spaces in maps, in fact I welcome it.
Most people make things catered towards just the normal human height and size... making a dragon like myself unable to navigate without ****ing crouching all the time.
Which is seriously inconvenient you know.
I am the dragon without a name.
Ðàrk-_¦_-Ñïght.: / κυνικός Δράκων / スマイル・ドラゴン / Draco Nihil
Ðàrk-_¦_-Ñïght.: / κυνικός Δράκων / スマイル・ドラゴン / Draco Nihil
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William(Rainman)
- OldUnreal Member
- Posts: 991
- Joined: Mon Jul 25, 2011 3:20 am
Re: [rtnp]Operation Stealth Claw
Sorry for being Blunt but Box maps are overused also Anyone can make a Boxmap.Excuse me if I seem aggressive but, have you EVER made a single map in a video game before William R? That's seriously the most ignorant thing I've heard you say on this forum.
Well I find a Huge Map of a Building/Structure to be a Waste of Unused Space. Unless you plan on adding a Second Level/Floor to the Huge Box Map or a Titan or Queen then there is No Point in making it Huge.
Waste of Space and Not very Creative making the Author of the Map LAZY
I see nothing wrong with large spaces in maps, in fact I welcome it.
Most people make things catered towards just the normal human height and size... making a dragon like myself unable to navigate without ****ing crouching all the time.
Which is seriously inconvenient you know.
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スマイル・ドラゴン
- OldUnreal Member
- Posts: 1263
- Joined: Sun Feb 10, 2008 9:07 pm
Re: [rtnp]Operation Stealth Claw
"Box map", if you refer to someone just subtracting a large cube then yeah I can understand that. (Infact someone in the Unreal community back in 2003 or so, maybe later kept making said maps and claimed he was a "professional mapper")
But I don't see anything in Clark's screenshots resembling something like that... hence why I took your comment as coming off as really ignorant.
There's a fair share of maps in Unreal that are made really big and they aren't just simple "giant cube subtracts". Look at Shamu Quest for example. Or the later parts of Nali Chronicles that take place in some massive temple.
But I don't see anything in Clark's screenshots resembling something like that... hence why I took your comment as coming off as really ignorant.
There's a fair share of maps in Unreal that are made really big and they aren't just simple "giant cube subtracts". Look at Shamu Quest for example. Or the later parts of Nali Chronicles that take place in some massive temple.
I am the dragon without a name.
Ðàrk-_¦_-Ñïght.: / κυνικός Δράκων / スマイル・ドラゴン / Draco Nihil
Ðàrk-_¦_-Ñïght.: / κυνικός Δράκων / スマイル・ドラゴン / Draco Nihil
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William(Rainman)
- OldUnreal Member
- Posts: 991
- Joined: Mon Jul 25, 2011 3:20 am
Re: [rtnp]Operation Stealth Claw
Aslong as it doesn't get Boring i hope everything turns out well.
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Captain_Clark
Re: [rtnp]Operation Stealth Claw
Thanks! I tried doing some composing myself, but it didn't really go so well... It would be great to have another person on board.By the way, if you ever want someone to compose music for your project don't hesitate to ask me. I can't guarantee good quality but so long as I'm given a image I can make something out relatively well. I'm a slow worker so I may not be preferable if you expect results fast.
If you're willing to do it, then e-mail me when you're ready
Dozey:
Yes there will be a couple of shuttle missions
Also WilliamR,
Large places e.g. temples can be HUMUNGOUS and be detailed at the same time, sometimes people do the wrong thing, but they are usually newbie mappers: I am not a newbie.
Please stop starting arguments, it's annoying.
Last edited by Captain_Clark on Fri Dec 07, 2012 8:04 am, edited 1 time in total.
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William(Rainman)
- OldUnreal Member
- Posts: 991
- Joined: Mon Jul 25, 2011 3:20 am
Re: [rtnp]Operation Stealth Claw
I wasn't Questioning your abilities and I wasn't trying to start an Argument I was Simply stating my Opinions on Maps.Thanks! I tried doing some composing myself, but it didn't really go so well... It would be great to have another person on board.By the way, if you ever want someone to compose music for your project don't hesitate to ask me. I can't guarantee good quality but so long as I'm given a image I can make something out relatively well. I'm a slow worker so I may not be preferable if you expect results fast.
If you're willing to do it, then e-mail me when you're ready(e-mail is in the first post).
Dozey:
Yes there will be a couple of shuttle missions
Also WilliamR,
Large places e.g. temples can be HUMUNGOUS and be detailed at the same time, sometimes people do the wrong thing, but they are usually newbie mappers: I am not a newbie.
Please stop starting arguments, it's annoying.
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Dozey
- OldUnreal Member
- Posts: 614
- Joined: Wed Aug 12, 2009 9:24 am
- Location: Poland
Re: [rtnp]Operation Stealth Claw
How many maps have you released yet? How many maps have you got nearly finished/just started etc.? I don't want to be rude for you cause I think you are a very positive person on the unreal scene. But you need to gain some experience at mapping, then you'll understand what do I mean. Not only the number of posts shows experience in the mapping.I wasn't Questioning your abilities and I wasn't trying to start an Argument I was Simply stating my Opinions on Maps.Thanks! I tried doing some composing myself, but it didn't really go so well... It would be great to have another person on board.By the way, if you ever want someone to compose music for your project don't hesitate to ask me. I can't guarantee good quality but so long as I'm given a image I can make something out relatively well. I'm a slow worker so I may not be preferable if you expect results fast.
If you're willing to do it, then e-mail me when you're ready(e-mail is in the first post).
Dozey:
Yes there will be a couple of shuttle missions
Also WilliamR,
Large places e.g. temples can be HUMUNGOUS and be detailed at the same time, sometimes people do the wrong thing, but they are usually newbie mappers: I am not a newbie.
Please stop starting arguments, it's annoying.
Even after few years I can tell about my mapping style that it's rather medium-experienced.
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Hellkeeper
- Global Moderator
- Posts: 3310
- Joined: Wed May 21, 2008 8:24 pm
- Location: France
Re: [rtnp]Operation Stealth Claw
Stop questioning William R's experience. The opinion he gave is completely ridiculous on its own merit and doesn't need to be linked to any kind of noviceness or experience.
The size and proportions of a map is a very important factor in a huge number of things that constitute the level, besides the supposed lazyness of the mapper, and it's something that can't be discarded as 'too much wasted space', etc. I'd argue that there's no such thing as "wasted space", because empty space in itself is an element in gameplay, visuals, atmosphere, and so on.
Also, what's the deal With Capitalising random Words without Any Reason?
The size and proportions of a map is a very important factor in a huge number of things that constitute the level, besides the supposed lazyness of the mapper, and it's something that can't be discarded as 'too much wasted space', etc. I'd argue that there's no such thing as "wasted space", because empty space in itself is an element in gameplay, visuals, atmosphere, and so on.
Also, what's the deal With Capitalising random Words without Any Reason?
You must construct additional pylons.
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スマイル・ドラゴン
- OldUnreal Member
- Posts: 1263
- Joined: Sun Feb 10, 2008 9:07 pm
Re: [rtnp]Operation Stealth Claw
No problem. I'll send you a PM here with what I need to get started. (I rather not use email because I had a really stupid incident with gmail locking me out for sending just one "unsolicited" email, which was solicited in the first place)Thanks! I tried doing some composing myself, but it didn't really go so well... It would be great to have another person on board.
If you're willing to do it, then e-mail me when you're ready(e-mail is in the first post).
EDIT: Sent you a PM just now Clark.
Last edited by スマイル・ドラゴン on Fri Dec 07, 2012 5:20 pm, edited 1 time in total.
I am the dragon without a name.
Ðàrk-_¦_-Ñïght.: / κυνικός Δράκων / スマイル・ドラゴン / Draco Nihil
Ðàrk-_¦_-Ñïght.: / κυνικός Δράκων / スマイル・ドラゴン / Draco Nihil
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William(Rainman)
- OldUnreal Member
- Posts: 991
- Joined: Mon Jul 25, 2011 3:20 am
Re: [rtnp]Operation Stealth Claw
The size and proportions of a map is a very important factor in a huge number of things that constitute the level, besides the supposed lazyness of the mapper, and it's something that can't be discarded as 'too much wasted space', etc. I'd argue that there's no such thing as "wasted space", because empty space in itself is an element in gameplay, visuals, atmosphere, and so on.
If it has Visuals and Atmosphere then its fine. But if its just a Room with some Wall Textures and Lights then No that is Boring and Repetitive and is a Waste of Space.
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Hellkeeper
- Global Moderator
- Posts: 3310
- Joined: Wed May 21, 2008 8:24 pm
- Location: France
Re: [rtnp]Operation Stealth Claw
If what you meant to say was "empty cubes are boring", then yes, you are right, since it's a complete truism. Empty cubes are boring, the sky is blue, water is wet.If it has Visuals and Atmosphere then its fine. But if its just a Room with some Wall Textures and Lights then No that is Boring and Repetitive and is a Waste of Space.
You must construct additional pylons.
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Dozey
- OldUnreal Member
- Posts: 614
- Joined: Wed Aug 12, 2009 9:24 am
- Location: Poland
Re: [rtnp]Operation Stealth Claw
Cpt. Clark if you want some stuff from RTNP2 I can send. As far I know I have some not used stuff to the present day.
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Captain_Clark
Re: [rtnp]Operation Stealth Claw
Is that new stuff, or is it the one that you already sent me?
If it is new then I would be interested.
If it is new then I would be interested.
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Dozey
- OldUnreal Member
- Posts: 614
- Joined: Wed Aug 12, 2009 9:24 am
- Location: Poland
Re: [rtnp]Operation Stealth Claw
Rather new. I have been working on new stuffs somewhile ago. I'll send you stuffs and other stuffs for KeeperUTX as I promissed him, cause I didn't have time in last weekend.Is that new stuff, or is it the one that you already sent me?
If it is new then I would be interested.
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Captain_Clark
Re: [rtnp]Operation Stealth Claw
Have you sent me it, or were you waiting for my reply.
Sorry for my late, I've not had internet since December as we moved house!
Sorry for my late, I've not had internet since December as we moved house!
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Captain_Clark
Re: [rtnp]Operation Stealth Claw
(Excuse my doubleposting :-/)
Hi everyone! I would like to let everyone know that this mod is still in progress and give a quick update. No pictures, sorry, but I will try to upload some as soon as possible.
The level count has now upped to 15 maps (plus a flyby map), including the intro map, which has playable parts in it. This number may rise, but I'm not planning for it to. I have also decided to include some bonus maps which you can unlock, including Deathmatch maps, mission maps, and some other special features that I will not reveal.
LIST OF NEW FEATURES:
I have decided to implement the secret area system seen in ONP.
There will be a new HUD including the Secondry Weapon System.
There will now be THREE new weapons.
There will be new pawns and enemies, however, the Skaarj Elite has been eliminated from this list.
There will be new Crosshairs.
There MAY be a seperate game menu for this mod.
Vehicles, including working ground ones (hopefully) and flying ones.
New decorations.
New Textures, because I am getting sick of the stock unreal ones.
Voice Acting (but not too much of it).
Remember that this will be a 227 mod, so get it first!
Like I said above, there will be new deathmatch maps, so I will need DM mappers for these.
I am looking for a texture artist also for skins and new textures.
I definantly need a coder, cos I can't understand UScript.
I may need a modeller, but maybe not, as I am getting better at modelling.
Thanks for reading, and if you are interested, please contact me via PM.
See ya!
Hi everyone! I would like to let everyone know that this mod is still in progress and give a quick update. No pictures, sorry, but I will try to upload some as soon as possible.
The level count has now upped to 15 maps (plus a flyby map), including the intro map, which has playable parts in it. This number may rise, but I'm not planning for it to. I have also decided to include some bonus maps which you can unlock, including Deathmatch maps, mission maps, and some other special features that I will not reveal.
LIST OF NEW FEATURES:
I have decided to implement the secret area system seen in ONP.
There will be a new HUD including the Secondry Weapon System.
There will now be THREE new weapons.
There will be new pawns and enemies, however, the Skaarj Elite has been eliminated from this list.
There will be new Crosshairs.
There MAY be a seperate game menu for this mod.
Vehicles, including working ground ones (hopefully) and flying ones.
New decorations.
New Textures, because I am getting sick of the stock unreal ones.
Voice Acting (but not too much of it).
Remember that this will be a 227 mod, so get it first!
Like I said above, there will be new deathmatch maps, so I will need DM mappers for these.
I am looking for a texture artist also for skins and new textures.
I definantly need a coder, cos I can't understand UScript.
I may need a modeller, but maybe not, as I am getting better at modelling.
Thanks for reading, and if you are interested, please contact me via PM.
See ya!
Last edited by Captain_Clark on Wed Feb 06, 2013 7:16 pm, edited 1 time in total.
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Dozey
- OldUnreal Member
- Posts: 614
- Joined: Wed Aug 12, 2009 9:24 am
- Location: Poland
Re: [rtnp]Operation Stealth Claw
I'll send it as fast as possible. Now I am far away from my computer. In pack that I have for you I've got 4 prefabs and 1 big texture pack (weights about 30mb)Have you sent me it, or were you waiting for my reply.
Sorry for my late, I've not had internet since December as we moved house!
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Captain_Clark
Re: [rtnp]RTNP Episode III: Operation Stealth Claw
*BEEP*Update Alert*BEEP*
[img][/img]
[img][/img]
[This is something special for the ladies (tee hee!)]-
[img][/img]
.......
SZ
.......
[img][/img]
[img][/img]
[This is something special for the ladies (tee hee!)]-
[img][/img]
.......
SZ
.......
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Hellkeeper
- Global Moderator
- Posts: 3310
- Joined: Wed May 21, 2008 8:24 pm
- Location: France
Re: [rtnp]RTNP Episode III: Operation Stealth Claw
This looks really nice. I like this late evening/early morning lighting, the pink tint is very well chosen.
You must construct additional pylons.
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Krull0r
- Global Moderator
- Posts: 543
- Joined: Sun Jul 01, 2007 4:07 pm
Re: [rtnp]RTNP Episode III: Operation Stealth Claw
That looks great! I like the cave with the tarydiumcrystals. Good job mate! keep up the good work! 

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Captain_Clark
Re: [rtnp]RTNP Episode III: Operation Stealth Claw
It's dead...
Just Kidding! Here's a little (wip) picture to keep you going until something bigger comes your way
[img][/img]
.......
SZ
.......
Just Kidding! Here's a little (wip) picture to keep you going until something bigger comes your way
[img][/img]
.......
SZ
.......
Last edited by Captain_Clark on Sun May 04, 2014 1:24 pm, edited 1 time in total.
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Hellkeeper
- Global Moderator
- Posts: 3310
- Joined: Wed May 21, 2008 8:24 pm
- Location: France
Re: [rtnp]RTNP Episode III: Operation Stealth Claw
That looks... Clean? It's competently made, but there's not much to see. Expecting more!
You must construct additional pylons.
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Krull0r
- Global Moderator
- Posts: 543
- Joined: Sun Jul 01, 2007 4:07 pm
Re: [rtnp]RTNP Episode III: Operation Stealth Claw
It's dead...
Just Kidding! Here's a little (wip) picture to keep you going until something bigger comes your way
[img][/img]
.......
SZ
.......
awesome architecture!!!
