Quoted from Readme cause I am so sick of writing release news.
Quote:
Thanks for downloading Unreal: Combat Evolved (UCE)! Created by Inferno.
Here are a list of bugs and other notable problems:
-Low end computers may have framerate problems on the larger maps.
-Bloodgulch framerate is a bit unstable when played with bots. This problem seems to be host only so playing on a server is fine usually.
-Minor collision issue near flak cannon on hangemhigh.
-There is a way to get out of chillout. It's pretty pointless though.
-Minor collision bugs on the maps. Most of them have no effect on gameplay.
-Bloodgulch vehicles may hit invis walls in certain places. Driving on the dirt path is fine but out in the grass areas there are some small invis walls.
-Bots on most maps FAIL at climbing ladders. The maps where designed for player vs player not bots.
CREDITS
Models and Texture created by Bungie. These maps are for entertainment puproses only do not attempt to sell them or make a profit off of them. All models and textures are owned by bungie and can not be used to make a profit.
Thanks to everyone who helped test and helped me out!
Special thanks to:
Llama Juice
Killa_FTW
Brian Verchoet
Matt Johnson
Cameron
Ryan Grishim
ModDB Page - Still Being authorized. FTP Download Before downloading you must give me green bars.
:realsmug:
August 22nd, 2009, 04:40 PM
Pyong Kawaguchi
Re: [Release] Unreal: Combat Evolved
First post
ps :iamafag: I've been waiting for this :D
August 22nd, 2009, 04:42 PM
L0d3x
Re: [Release] Unreal: Combat Evolved
Holy doodle, you make me so proud!
August 22nd, 2009, 04:45 PM
Ganon
Re: [Release] Unreal: Combat Evolved
The video isn't working
August 22nd, 2009, 04:47 PM
Inferno
Re: [Release] Unreal: Combat Evolved
Blame filezilla. Only uploaded like 10kb of it. I'm currently re-uploading the trailer. I'll edit this post when it's up again. Should be about 5 minutes.
-edit-
Trailer fixed. Enjoy.
August 22nd, 2009, 04:48 PM
Pyong Kawaguchi
Re: [Release] Unreal: Combat Evolved
I already finished downloading this like 8 min ago lol
August 22nd, 2009, 04:50 PM
t3h m00kz
Re: [Release] Unreal: Combat Evolved
oh my god yesssssssssssssss
Next you needs learn you some UnrealScript and make some damn weapons, son. I could see now it in the mutator list:
Halo: Combat Evolved Weapon Pack
August 22nd, 2009, 04:51 PM
Inferno
Re: [Release] Unreal: Combat Evolved
M6D vs Shock Rifle.
:ohdear:
Who is the real 3sk master?
August 22nd, 2009, 04:53 PM
Pyong Kawaguchi
Re: [Release] Unreal: Combat Evolved
This mappack is like porn for mookz
August 22nd, 2009, 05:10 PM
Inferno
Re: [Release] Unreal: Combat Evolved
Release trailer link fixed. Sorry about that.
August 22nd, 2009, 05:16 PM
Ganon
Re: [Release] Unreal: Combat Evolved
Looks pretty cool, i'll have to check it out if I ever get the game.
August 22nd, 2009, 05:17 PM
Futzy
Re: [Release] Unreal: Combat Evolved
yeyeyeyeye
August 22nd, 2009, 05:21 PM
L0d3x
Re: [Release] Unreal: Combat Evolved
Nice trailer, ur so pro in them games!
August 22nd, 2009, 05:22 PM
Inferno
Re: [Release] Unreal: Combat Evolved
I actually was playing pretty bad in that trailer haha. I recorded it at like 8:00 this morning and the parts where I'm playing howitzer89 were last night when we did some 1v1 LAN.
August 22nd, 2009, 05:31 PM
sdavis117
Re: [Release] Unreal: Combat Evolved
Any servers running these maps?
August 22nd, 2009, 05:34 PM
t3h m00kz
Re: [Release] Unreal: Combat Evolved
What can I say, it's in my blood
August 22nd, 2009, 05:36 PM
Inferno
Re: [Release] Unreal: Combat Evolved
Your shock combo skills are quite excessive my good sir.
Also I want feedback on game play. Some maps are loaded down with power ups and others use them quite sparingly. I want to know what you guys think of each layout and what I should do and not do in future maps.
August 22nd, 2009, 05:43 PM
t3h m00kz
Re: [Release] Unreal: Combat Evolved
Shock Rifle needs to replace pistol pickup on chillout, some of the pickups on BG are a bit off.. I'd say try to keep the layout as true to the original as possible, but make sure every weapon's available... except for the Longbow and Deemer on small maps lol. Also noticed a bad poly on the bottom floor of Boarding Action
Though, the scale of the levels is pretty damn good, I'm reasonably impressed. Most of the jumps made in Halo can be made in these maps. Shaders look like the original Halo shaders on steroids. which is good.
August 22nd, 2009, 05:47 PM
Inferno
Re: [Release] Unreal: Combat Evolved
I sort of wanted the BG bases to have a ass load of stuff in them to make it hard for people to camp outside of it in a hell bender or Goliath. It works.
I like the shock rifle spot on chill out. It made sense to have the shock rifle in the most versatile place for it ( I personally camp the rocket block with the shock rifle heh )
Boarding Action pisses me off. I could never fix those black polys and I haven't the slightest clue what caused them.
Edit-
I've got the map pack up on 4 sites now. Epic forums, Beyond Unreal, ModDB and here. Where else should I post it?
Just played a little DM-Chillout with some bots. That was some good fun.
August 22nd, 2009, 07:42 PM
Pyong Kawaguchi
Re: [Release] Unreal: Combat Evolved
Game is up, join 98.229.132.26 if you want to play, btw, i suggest you geth the wh40k char pack, the wh40k sound pack and the mc char pack as it will bitch at you to dl them
August 22nd, 2009, 07:49 PM
ultama121
Re: [Release] Unreal: Combat Evolved
Niiiiiiiiiiiiiiice one Inferno!
August 22nd, 2009, 08:14 PM
Jean-Luc
Re: [Release] Unreal: Combat Evolved
Very nice and enjoyable map pack. Only thing that could really help to improve it is to add higher-res/improved textures and shaders. Looking forward to VCTF - Bloodgulch :iamafag:
August 22nd, 2009, 10:03 PM
PlasbianX
Re: [Release] Unreal: Combat Evolved
As much as I like the direct ports, what I would really love to see now is if you used these as a base and applied a UT3 look to all the maps. Im just picky about how the maps are 1 art style, and the characters / weps are all another.
August 22nd, 2009, 10:16 PM
Inferno
Re: [Release] Unreal: Combat Evolved
Hopefully you'll be seeing something like that in the next few months.
Is it supposed to create a .map file or replace bloodgulch and all that?
September 4th, 2009, 10:16 PM
Inferno
Re: [Release] Unreal: Combat Evolved
You put it in and run your game. If it's not working it's because you haven't updated UT3.
October 22nd, 2009, 01:39 AM
acecutter69
Re: [Release] Unreal: Combat Evolved
just a quick recomendaion, when doing translations between engines of things this big (like a whole map) its best to break things apart into very small pieces, part of the collision issues your having with these exports is because of huge poligons on the mesh. Secondly you should always check your map for issues like collision, texture stretching, gaps in meshes, and im sorry to day this but your maps all have one of those issues. A its k attitude will get canned like 30 employees at epic, including the project lead, that got fired after the release of ut3, why cause its an unfinished game...
October 22nd, 2009, 03:53 PM
Inferno
Re: [Release] Unreal: Combat Evolved
It was my first project in UT3.
My new work is much better than this.
October 22nd, 2009, 07:09 PM
acecutter69
Re: [Release] Unreal: Combat Evolved
was just some pointers ;) you could also toss some of those textures into either crazy bump or photoshop and use the nvidia plug in to generate some normals for added effect ;)
October 22nd, 2009, 08:12 PM
Inferno
Re: [Release] Unreal: Combat Evolved
They have normals >_>.
October 22nd, 2009, 09:18 PM
t3h m00kz
Re: [Release] Unreal: Combat Evolved
Halo didn't have normals... did it? They had bump maps iirc.
October 22nd, 2009, 09:24 PM
Inferno
Re: [Release] Unreal: Combat Evolved
Same thing?
October 22nd, 2009, 10:09 PM
t3h m00kz
Re: [Release] Unreal: Combat Evolved
Kind of, Normal maps are more complex.
A quick google brought this up:
Bumpmaps:
Single axis hieght information maps that the renderer can use to "shade"
the surface it is applied to. (1D Bump Maps). The hieght info is usually
stored as a grey scale 8 or 16 bits per pixel image file where the low
values (black) represent the low areas (valleys) and the high vlaues
(white) are used to represent the the high areas (peeks).
Normalmaps:
Three axis hieght information maps that the renderer can use to "shade"
the surface it is applied to. (3D Bump Maps). The X, Y, or Z axis specific
hieght info is usually stored as a 8 or 16 bits per pixel color image file
where the low values for the x axis (black) represent the low areas
(x-axis-dents) and the high vlaues (RED) are used to represent the
high areas (x-axis-protrusions). Green is used for the y axis in the
same way and blue for the z axis. Because normal maps contain
hieght information for all three axis (x, y, z) it is posible to discribe
a complete 360 degree curvature on all 3 axis in the shaded surface.
October 22nd, 2009, 10:13 PM
Inferno
Re: [Release] Unreal: Combat Evolved
Quote:
Originally Posted by t3h m00kz
Kind of, Normal maps are more complex.
A quick google brought this up:
Bumpmaps:
Single axis hieght information maps that the renderer can use to "shade"
the surface it is applied to. (1D Bump Maps). The hieght info is usually
stored as a grey scale 8 or 16 bits per pixel image file where the low
values (black) represent the low areas (valleys) and the high vlaues
(white) are used to represent the the high areas (peeks).
Normalmaps:
Three axis hieght information maps that the renderer can use to "shade"
the surface it is applied to. (3D Bump Maps). The X, Y, or Z axis specific
hieght info is usually stored as a 8 or 16 bits per pixel color image file
where the low values for the x axis (black) represent the low areas
(x-axis-dents) and the high vlaues (RED) are used to represent the
high areas (x-axis-protrusions). Green is used for the y axis in the
same way and blue for the z axis. Because normal maps contain
hieght information for all three axis (x, y, z) it is posible to discribe
a complete 360 degree curvature on all 3 axis in the shaded surface.
Halo 2 uses bump. Halo 1 uses normal.
October 22nd, 2009, 11:14 PM
acecutter69
Re: [Release] Unreal: Combat Evolved
either way our current weapons dont have neither, only the m6d I think...
October 22nd, 2009, 11:43 PM
t3h m00kz
Re: [Release] Unreal: Combat Evolved
Yeah, all that's there is the stock stuff that came with Halo. The bumps were actually from a friend of mine, they didn't come with the game :( There are "multipurpose" maps though, that do things like specular level and opacity that came with the stock textures.
October 23rd, 2009, 03:16 PM
Inferno
Re: [Release] Unreal: Combat Evolved
Quote:
Originally Posted by t3h m00kz
Yeah, all that's there is the stock stuff that came with Halo. The bumps were actually from a friend of mine, they didn't come with the game :( There are "multipurpose" maps though, that do things like specular level and opacity that came with the stock textures.
Multipurpose modulates cube-maps, specular and self illumination.
October 23rd, 2009, 09:08 PM
t3h m00kz
Re: [Release] Unreal: Combat Evolved
yeah something like that I'm not much of a shader person
October 23rd, 2009, 09:46 PM
Inferno
Re: [Release] Unreal: Combat Evolved
Wait...
Was I supposed to be doing something UT3 related today?
October 23rd, 2009, 09:47 PM
Ganon
Re: [Release] Unreal: Combat Evolved
Quote:
Originally Posted by Inferno
Wait...
Was I supposed to be doing something UT3 related today?