[U1 GOLD 227] Return to Na Pali Episodes

Maps, mods and resources ported from or to Unreal.
Must run in UT99 or with Oldskool Amp'd.
Unreal 227 only projects are "Off-Topic"
UT99.org

Re: [U1 GOLD 227] Return to Na Pali Episodes

Post by UT99.org »

billybill wrote:Well I didn't want to comment on such a thread even though I've been eyeing it for months. If the project ever does slow down, i would put my name forward on the coding side of things.

I really like the vehicles, attention to detailon the maps (skybox, grass, amazing texturing). Particulary the big open one like with the row of lights

Frankly I see this pack, as well as the guys making the unreal campeign into ut3 to be the ones who will force epic's hand. Even if another Unreal (not tournament) on the newest engine
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Re: [U1 GOLD 227] Return to Na Pali Episodes

Post by Hellkeeper »

Ah Delacroix, always working on thousands of projects at the time.
You must construct additional pylons.
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Re: [U1 GOLD 227] Return to Na Pali Episodes

Post by Delacroix »

Currently there's just this one. Massive as it is, it occupies me fully.
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Re: [U1 GOLD 227] Return to Na Pali Episodes

Post by UnrealGGecko »

We've already had two
cases of mappers who provided either a set of screenshots or a sample and said that they worked on a level but in the end we didn't get anything "real" from them - not only this is a damn shame but also not exactly fair with the rest of the team who counted on them. I won't name names, I'd just like to avoid such a situation repeating itself in the future, hence the requirement.
Sorry about that. :oops:
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Re: [U1 GOLD 227] Return to Na Pali Episodes

Post by Delacroix »

Since GExy here stepped up and apologized, I can as well mention mappers who either were asked (like GEx) or volunteered to provide mappage but haven't provided neither screens, samples or wip versions - these are way more numerous than 2, I'm afraid. It's not the project cannot be completed without outside help. It can. But having such help might speed things up a great deal and that's why I've decided to inform the community about our search for fresh blood in the mapping department.

GExy - it's all right, your reasons for eventually withdrawing from the project are perfectly understandable and don't you worry, I've no hard feelings for you, never had. :)
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Re: [U1 GOLD 227] Return to Na Pali Episodes

Post by papercoffee »

I hope you could find good people for the texture part.
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Re: [U1 GOLD 227] Return to Na Pali Episodes

Post by SteadZ »

UPDATE:
Hey, I'm SteadZ and I'm the Lead Level Designer, Texture Artist and Composer for UMS R&D.
Today I've got some new screenshots from - 1: Operation: Stealth Claw (Skaarj Base) and - 2: Na Pali War (Nali Sanctuary).
Image
Image
Enjoy!

.......
SZ
.......
"The problem with dreams is... you never know when you're gonna wake up"

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Re: [U1 GOLD 227] Return to Na Pali Episodes

Post by JackGriffin »

Man, Unreal give me such a woody. There's just something about the 'Na Pali' ambiance when it's done right (and you guys are certainly doing it right).
So long, and thanks for all the fish
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Re: [U1 GOLD 227] Return to Na Pali Episodes

Post by Feralidragon »

I like that last screenshot a lot, it's a clever usage of "smoke" effects to simulate a water fall.
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Re: [U1 GOLD 227] Return to Na Pali Episodes

Post by Delacroix »

It's not.

It's a custom waterfall emitter SteadZ has made, part of our Particle Effects module that will also be available standalone.
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Re: [U1 GOLD 227] Return to Na Pali Episodes

Post by Dr.Flay »

Bless you GEx, for holding your hand up when you did not have to. You are lesson to many.

Actually Creavion showed me some examples of baking the details into some stone steps, and it helps seeing it with and without.

BTW. I just noticed this is not for UT.
I am actually wondering if we need to think about a separate section for SP and/or Unreal here, or maybe a generic UE1 section, as moving to "General Discussions" seems a waste.
Many Unreal maps and mods will work in UT, and I am forever hopping between the 2 engines.
Most of us have both games, and there are mods such as Oldskool and the modified botpacks.

8) It is good to see you here SteadZ

BTW. the custom waterfall reminds me of an odd map Creavion showed me. He told me to just open it in UEd first.
You don't get that many WTF ? moments when you open a map, and I recommend mappers look at it to see an.... interesting? way do do things.
Image
http://rusut.ru/load/karty/map_paki/ctf ... 6-1-0-4044

I've said it before and I'll say it again, I'd like to see Fragnbrag get his teeth into an SP map :wink:
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Re: [U1 GOLD 227] Return to Na Pali Episodes

Post by papercoffee »

Dr.Flay wrote:Bless you GEx, for holding your hand up when you did not have to. You are lesson to many.
:???: What did he... do?
Dr.Flay wrote:BTW. I just noticed this is not for UT.
I am actually wondering if we need to think about a separate section for SP and/or Unreal here, or maybe a generic UE1 section
This sounds interesting ...we should talk with Shade about it.
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Re: [U1 GOLD 227] Return to Na Pali Episodes

Post by UnrealGGecko »

I was asked to make a map for this amazing looking SP way back then. Sadly it was way of a bigger bite than I could chew (So to speak).
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Re: [U1 GOLD 227] Return to Na Pali Episodes

Post by Delacroix »

MAPPERS WANTED

MODELLERS WANTED

ANIMATORS WANTED

Message me. You must be ready to have a Google Drive account as this is where we keep our repository, too.
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Re: [U1 GOLD 227] Return to Na Pali Episodes

Post by papercoffee »

What about texture artists?
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