Judging from [URL="https://forums.unrealtournament.com/showthread.php?12375-Enforcer-V1-COMPLETE&p=193278&viewfull=1#post193278"]this post[/URL] on the forums from a person on the UT team, the Enforcer model is apparently going to be redone at some point. Interesting...
[QUOTE=MacD11;48778534]Judging from [URL="https://forums.unrealtournament.com/showthread.php?12375-Enforcer-V1-COMPLETE&p=193278&viewfull=1#post193278"]this post[/URL] on the forums from a person on the UT team, the Enforcer model is apparently going to be redone at some point. Interesting...[/QUOTE]
I'm really hoping for an Automag design
best one imo
[IMG]http://i.imgur.com/Krnv2KX.gif[/IMG]
[QUOTE=Jericho_Rus;48776784]Posted in the thread for it, hope it helps.[/QUOTE]
I saw it, thanks for giving criticism. I found a neat blueprint that will scale the map seamlessly and I'm gonna find a way to keep the same size in some areas like the stinger location and the bridge one way or another
Anyone know if Gooba is still working on the lightning gun? This was posted on July 2015.
[IMG]http://i.imgur.com/mVM9nsM.gif[/IMG]
[QUOTE=MacD11;48778534]Judging from [URL="https://forums.unrealtournament.com/showthread.php?12375-Enforcer-V1-COMPLETE&p=193278&viewfull=1#post193278"]this post[/URL] on the forums from a person on the UT team, the Enforcer model is apparently going to be redone at some point. Interesting...[/QUOTE]
looks like there's also some mentions of alternate skins, which sounds like a pretty cool idea
alternate models would be pretty interesting too, like a 2004-esque rocket launcher, or an unreal 1 automag instead of the default enforcer
[QUOTE=Bad Joe;48782423]looks like there's also some mentions of alternate skins, which sounds like a pretty cool idea
alternate models would be pretty interesting too, like a 2004-esque rocket launcher, or an unreal 1 automag instead of the default enforcer[/QUOTE]
They have always wanted people to make alternate models of weapons for the marketplace. I believe someone is already modeling another fan made enforcer concept for it, and some kind of shock rifle skin.
[sp](They've wanted people to make brand new weapons too, though.)[/sp]
[editline]28th September 2015[/editline]
[QUOTE=Tibbolax;48780074]Anyone know if Gooba is still working on the lightning gun? This was posted on July 2015.
-gunnn-[/QUOTE]
I believe the modeler, Jayoplus, took a break from that to make CTF-Pistola. Im not sure when he will pick it back up but i honestly hope we do get a lightning gun at some point myself. It doesn't even have to be a sniper rifle reskin, there are other ways you could make the weapon work.
Let's just say I got a little carried away
[t]http://images.akamai.steamusercontent.com/ugc/432700913317070814/291D27248CA2BAC07E3FCE4A3B2E602D7BCA172F/[/t]
[editline]28th September 2015[/editline]
I really love what they've done with the link gun. You can use it to cancel out the shock rifle, pull enemy flag carriers to you and build silly defense webs like the pic above. It's just so versatile.
I love how when you Foward Dodge + Feign Death with god mode enabled, your ragdolled character slides by his/her toes across the floor while they're in this awkward slouched pose before they eventually hit the wall and promptly flop dead to the floor.
Gotta love the trail of blood particles (or sparks if you're wearing a shield belt) being emitted from the toes.
For those of you who are wondering what the song is playing in CTF-BigRock, [URL="https://soundcloud.com/timothy-seals/timothy-seals-chasing-voids"]it's this.[/URL]
[URL="https://wiki.unrealengine.com/Version_Notes_2015_10_01"]A new build of UT4 is out![/URL] Contains 2 new levels, level progression changes, and more!
the bot skill tweak should help a lot, I have like 20-something stars and still have to carry my team through 2-star matches
Also an Epic Employee mentioned the lightning gun in a forum post and that they are "planning something". Great news imo!
looks like this update either really lowered the requirements or triggered some kind of glitch, as i've got all of the rewards for the offline challenges even though i only have 32 stars
not complaining though, i really like that white skaarj model
I updated the map
[url]https://forums.unrealtournament.com/showthread.php?20308-DM-ShieldGen[/url]
[thumb]http://images.akamai.steamusercontent.com/ugc/574564421358526051/74808DED5459B76F0965F5B76419F2A80FF645F6/[/thumb]
First time meshing a map too so it's not perfect but hopefully it'll be good in the future :)
Gotta say I'm liking the way everything is coming together as far as characters go right now, I just hope they seperate character skins (like the white garog reskin) from the character model selection in the future. Otherwise, things would get unnecessarily crowded in the character selection list/screen (whatever will be in the final version of the menu).
[editline]3rd October 2015[/editline]
Looks pretty good dr.cola, though if possible id like it if you could make some new assets for your map if possible though. Outpost asset reuse is something I'm starting to worry about as far as ut and environments on maps go. Just make sure that you have good collisions on everything though with your blocking volumes, model collisions usually aren't good enough to make sure gameplay in maps for ut work.
Not sure why you are worried about outpost asset usage. There are only 2 environment assets available right now and there will be more in the future so there will be different themed maps when those are out
its a gripe of mine mainly because UT has always been a series that has featured many, many different environments, and even different styles of existing environments, in it. There are a few maps already made or are being made by people that almost purely use unchanged outpost assets, so I'm mainly just concerned of over-saturation of a certain type of environment, which might dampen the feeling of variety that most UT games have.
However if it just means we are going to have a lot of maps, each covering a lot of different environmental themes, that would be fine. Maybe I'm just overly concerned about something that hasn't happened yet.
Man i just had the most intense flag run, got a cap denial and brought the enemy flag all the way back to my base while dodging dudes and my heart was pounding
EDIT:
[video=youtube;VLA7NPKwyL0]https://www.youtube.com/watch?v=VLA7NPKwyL0[/video]
Bah, I'd like to jump in, but this has been my Windows 10 experience of Unreal Tournament upon hitting Launch.
[img]http://i.imgur.com/IsHOc01.png[/img]
[QUOTE=MacD11;48818791]its a gripe of mine mainly because UT has always been a series that has featured many, many different environments, and even different styles of existing environments, in it. There are a few maps already made or are being made by people that almost purely use unchanged outpost assets, so I'm mainly just concerned of over-saturation of a certain type of environment, which might dampen the feeling of variety that most UT games have.
However if it just means we are going to have a lot of maps, each covering a lot of different environmental themes, that would be fine. Maybe I'm just overly concerned about something that hasn't happened yet.[/QUOTE]
he could always re-mesh it again later when there's more choice
@dr cola: it would still be a good idea to try and make it look a little different to outpost, the stark white walls are very recognisable. maybe some different lighting? like an evening skybox with lots of warm artificial light?
or possibly combining the titanpass assets (if they don't clash too much) to create a kind of run-down look
[QUOTE=krail9;48825274]he could always re-mesh it again later when there's more choice
@dr cola: it would still be a good idea to try and make it look a little different to outpost, the stark white walls are very recognisable. maybe some different lighting? like an evening skybox with lots of warm artificial light?
or possibly combining the titanpass assets (if they don't clash too much) to create a kind of run-down look[/QUOTE]
Titanpass assets would be a bad idea TBH but if Epic ever makes a run-down industrial environment like UT99 that would be pretty sweet. I won't re-mesh it later with different environment assets either since I'd rather just make a new map altogether. Night time might be something cool to experiment with though
EDIT :
[img]http://puu.sh/kyhLb/6263d33a6a.jpg[/img]
You could recolor the outpost assets by duplicating and editing the materials to separate it from 23 a bit visually
[QUOTE=Toy_Soldier;48752156]I was honestly disappointed in the weapon design. I was really hoping for the UT99 style enforcer, and instead I get a small, dinky knockoff enforcer that works like UT3's. I was also really hoping for the eightball rocket launcher. And the sniper rifle looks like it's in the wrong game entirely.[/QUOTE]
[video=youtube;hSEe0IBxjUE]https://www.youtube.com/watch?v=hSEe0IBxjUE[/video]
That's cool, but I honestly have always felt that the trident rocket launcher has always felt more fun in game play and has aesthetically looked better as well imo. It feels like a much faster, more sleeker looking weapon I than the eightball RL.
However, the two weapons are different enough that I honestly wouldn't mind both of them being in game and are used in different maps. The eightball has different advantages in game play than the trident RL for instance, so why not? So long the two have a visual difference past just one being a reskin.
[QUOTE=wail;48832502][video=youtube;hSEe0IBxjUE]https://www.youtube.com/watch?v=hSEe0IBxjUE[/video][/QUOTE]
Are we getting 5-shot rocket back?
[QUOTE=coverop;48833369]Are we getting 5-shot rocket back?[/QUOTE]
6 shot and it's a mod made by the poster.
New model or bust
seriously, the U1 eightball looked so cool
I played U1 the most so I have a bigger attraction to the Eightball, but the tri-rocket launcher of UT isn't bad
[QUOTE=Jojje;48835412]I played U1 the most so I have a bigger attraction to the Eightball, but the tri-rocket launcher of UT isn't bad[/QUOTE]
UT99's rocket launcher is the Eightball with a new model, rockets that don't fire from the center of the screen, and less damage per rocket.
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