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UNREAL PSX REWORK - need of mapper help

Posted: Tue Apr 04, 2017 7:51 pm
by Leo(T.C.K.)
Because of recent breakdown and fallout with Rubie, I am short of a mapper who can help on the project, I can't do it alone as my fatigue is catching with me and I ran into some pretty big problems that require remaking of some brushes.

It has been pretty devestating for me, because over many things I had to deal with a death of a person who was basically like my father, and I didn't know it had happened at all.

To me it is far bigger shock than my grandfather, who I admit I didn't like very much.

I couldn't cope with this internally, kept it mostly to myself, then the posting of "udhq" videos and all and me fighting pcube even after he's gone from oldunreal, I got a little bit messed in my head from it all. Not to mention the constant misunderstandings and fights at OU and arrogance of some people that also drove me over the edge. Rubie criticizing me over OU didn't help at all nor did his misquoting my reply later and he added some pretty tough insults on the cake too. While he was timid, his words/things he's done harmed way harder.


And honestly, with the rate of work I am doing, working on this map alone will take me about 4 months or so. I have difficulty remembering the name of the guy who enlisted for later help since June or something though. I really can't help it.

Re: need of mapper help

Posted: Wed Apr 05, 2017 9:13 am
by Leo(T.C.K.)
To make clear what I need help with right now is a specific map, the end of E1L5, called E1LD2 where it goes into E1L6. Most of the brushes got terribly broken and many were to begin with. So I do need additional mapping work there and it's extremely energy consuming for me. I can be a very good guide though, as long as you understand english enough (which was a big issue last time around).

Re: need of mapper help

Posted: Wed Apr 05, 2017 6:03 pm
by Vendirty
I can try to help out with what you need. Not exactly a master at unrealed but i know my way around. Also i have a new born, two kids and a needy wife so i cant promise reliability is most what im concerned with. But ill do what
I can when able. 🖒

Re: need of mapper help

Posted: Thu Apr 06, 2017 9:21 am
by Leo(T.C.K.)
Thank you. It's very appreciated. I'll count you in then and soon prepare a new "master test" package so you get all the required files. I'll need your e-mail adress too, but you can pm this to me.

Re: need of mapper help

Posted: Fri Apr 07, 2017 8:11 pm
by makemeunreal
Count me in. (Still)

Re: need of mapper help

Posted: Mon Jun 05, 2017 4:27 am
by Leo(T.C.K.)
makemeunreal wrote: ↑Fri Apr 07, 2017 8:11 pm Count me in. (Still)
In practice I can't. I'm sorry. I used your DmSerpentine as we agreed, but when you wanted to make the connection yourself with the map, it ended up that nothing happened and then you had that HD problem and I have to at some point move on. I couldn't wait another month in practice. If you still want to help out with E1L6 you're welcome. Or send whatever work you have done. I do require sending of content and not just waiting until you no longer have it. Even if it's not finished.

Re: need of mapper help

Posted: Fri Jul 07, 2017 1:45 pm
by Leo(T.C.K.)
Apart from mapper help, I'd like a writer, can be someone who has no experience with unrealed before.

The writer that took over Delacroix left quite a bit ago and Delacroix himself isn't really contributing anymore apart from a couple of suggestions. He might change his mind, but then he should let me know. I especially need someone right now to write translator messages for the starting map of this project, where the last stuff ended.

Re: UNREAL PSX - need of mapper help

Posted: Thu Aug 17, 2017 9:03 am
by Leo(T.C.K.)
I ended up writing the messages myself in the end...a mapper help could still be useful though, as said it might not get released this year if not more people join. And trust me, it's worth it.

I cannot show you screenshots of all the current work, but it's turning out real nice.

I don't want to spoilt it all by showing screenshots of everything. I find it a bad habit.

Also, the map that Vendirty worked on, E1l5d2 is almost finished now and features a complete overhaul of certain sections. I'm basically adding the last touches and then it should be fine.

I ended up "splitting" e1l5d into two maps because it was just too big and I needed a proper connection with a bonus level, so that's between "1" and "2". Some original late developement PSX maps were also split in two, like two of the VR maps released in the demo, A and C were actually split into A1 and A2 and C1 and C2 but I found it a waste so I joined them. While it was necessary for the PSX it wasn't anymore so in plain Unreal. Now we have a bit of a different situation and really the split was necessary here especially because e1l5d is not fully a psx map itself. Large part of it is the level from Steele Dawn, the only one that got recovered. It's played now backwards and it has new areas and everything. Rubie did some new movers in the first part even before he decided to leave the project, though a lot of work had to be done after him as fix-ups. In total I spent more time fixing the errors after him than anything else there.

This is probably not the best place to talk about the project in such a detail though, or I might rename the thread to be more of an official UPSX discussion here.

As a note, the map still features some cut Unreal PSX map sections, so it's not all "made up" if you get what I mean.

Re: UNREAL PSX REWORK - need of mapper help

Posted: Fri Oct 27, 2017 5:26 pm
by Leo(T.C.K.)
I'm cutting another bonus level - don't want too much stuff cluttering the pack and wasting my time debugging and all that. This bonus level wasn't part of unreal psx anyway...

And Scorched Castle is back, bringing e1l8 to life yet again.