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#231 |
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Senior Member
Join Date: Sep 2004
Posts: 442
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Killer i need ur e-mail address to send you the file. I would have send u a pm but ur inbox was full.
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#232 |
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Junior Member
Join Date: Apr 2006
Posts: 7
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#233 |
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Member
Join Date: Oct 2005
Posts: 56
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Hope you can get this done to look even better than it looks now, and it currently looks great.
EDIT: Is any of this available for download? |
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#234 |
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Senior Member
Join Date: Dec 2004
Location: McMurdo Station
Posts: 645
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Public Beta3 is now available. The first post in this thread has been updated with a download link and up to date information.
Keep in mind this is a Beta release. I am releasing this beta today rather than calling the current map "Version 2" because I have made many changes that I would like to get feedback on before officially releasing Version 2. The map has undergone many changes and improvements including: + Redesign of Abydos Temple + Additional Objective + Additional Weapon for Attacking Team (Would sniper rifle be better for attacking into the tunnel?) + Spawn Points and Spawn Managers have been completely redone + Fully Functioning IRIS (It doesnt "Look" real, it IS REAL) + Improvements to lighting in many areas + Outdoor lighting was redone and is now separated + Stargate now uses a teleporter-based system rather than warp-zone based + Stargate is now one-way only (switches direction) + Scale has been tweeked in several areas + Chairs previously missing were added (With animation!) + Improved Bot Pathing (Nearly perfect) + Improved Exploding Effects + Intro Redone in more artistic way (Includes Abydos KAWOOSH) + Optimized many different things + The list goes on! Known issues as of release of Beta3: - If traveling through the gate while FPS is lagged, it is possible to die by touching the back side of the water before warping. (Not sure if this will be an issue) - Escape Hatch sometimes displays gate room meshes. - May be able to become trapped behind a blast door on 1st floor. - Textures claim to be missing (these are textures that are not visible due to old static mesh design) All textures and meshes are in the process of being moved to the "myLevel" package and this entire problem should be solved by the next release. Just put the placeholder texture package in your "Textures" directory, or leave the previous package in that directory if you have an older version of this map. - Doors in briefing room appear too bright (need special lighting) Items that were not added to this release but may be available separately: * P90 (Currently being updated) * Replicator (Currently on hold) * Karma Lighting (Currently being created) Anyone wanting to use static meshes, or other features from this map or a previous version: please let me know. Anyone still interested in the telepoter rings: I am considering releasing the ring transporter that I created for Beta1 all by itself. How to disable the mothership? Try using the weapons provided. Feel free to post screenshots, or links to mirrors.
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w00t! ![]() Stargate SGC Project: [Beta 1], [Beta 2], [Version 1], [Beta 3], [Beta 4], [Version 2] & [Beta 5] Currently modifying: SGC Public Beta5 Side Projects: FN p90 Submachine Gun, Replicators, Transportation Ring Platform... Last edited by Killer909; 06-16-2007 at 07:34 PM. |
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#235 |
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Senior Member
Join Date: Mar 2003
Posts: 3,793
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__________________
= Buffy The Jedi Knight = |
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#236 |
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Senior Member
Join Date: Sep 2004
Posts: 442
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Nice update from the last version.
I found 2 hidden switches in the map which are cool. 1 is the kawhoosh and the other is the switch to spawn the pupae which will probally be the replicators. |
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#237 |
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Junior Member
Join Date: May 2006
Posts: 7
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when we see the buffytheslayer's screen shot,we can see a lighting problem.
i think all is too unlit.there are not Contrast enought. |
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#238 |
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Member
Join Date: Jan 2005
Posts: 44
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The lighning on the screens really look much better then in the earlier versions. You really improved it.^^
I don't think it looks unlit... But you have to be carefull not to let it look to plastic. |
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#239 |
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Senior Member
Join Date: Feb 2006
Location: Poland
Posts: 371
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This map plays really well, but I have a strange feeling that it doesn't fit into UT. Firefights inside the base are too chaotic when playing UT-style, it's much better to play this with some kind of realism-mod and on LAN, when you can consider real tactics with your teammates. Anyway, great map, great assault objectives, great design:up:
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UDK: Planetstorm UT3: Vehicle Set Replacement Mutator / XS Vehicles - UT3 edition / Planetstorm UT2004: XS Vehicles / freeIK / Weapons |
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#240 |
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Junior Member
Join Date: Apr 2006
Posts: 7
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I can arrange for a moddeler to do weapons, and a 'explosion' modeler to do free work. Contact me with things u want done, and ill talk to them.
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