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Start mapping for Urban Terror HD NOW!
#11
Posted 05 March 2015 - 05:30 PM
Do not forget that most of the popular maps were made way before the addition of walljumps and powerslides.
When Urban Terror HD's physics are ready we will probably release an alpha version for the mappers and testers, but we're still far from there.
When Urban Terror HD's physics are ready we will probably release an alpha version for the mappers and testers, but we're still far from there.
#12
Posted 05 March 2015 - 06:55 PM
baeX, on 05 March 2015 - 02:58 PM, said:
How is someone supposed to map an proper map w/o even knowing the movement of urt hd? Unless the movement is exactly like in 4.2 (which is impossible i guess) it doesnt make sense. If UrT HD will only have maps that are made like this in the begining it will kill all the older fanbase of the game. Since movement only works with maps that have the movement in mind. Thats why dd2 sucks so much in urt.
Well you can wait until HD is done but it's going to take more than a few months to learn what all the new buttons do but for testing it's easy to sandbox the map build and make us of plug in movement systems to test the map from the 1st or third person perspective.
doing "stuff" with dead things.
#14
Posted 06 March 2015 - 02:36 AM
e-junkie, on 06 March 2015 - 01:09 AM, said:
so HD will be done in a few months?
Nice try ;)
But on topic.
Urban Terror HD is a living project meaning that the game is done but the parts are spread out all over the place so a lot of open alpha testing will need to be done long before the Steam release. Sooooo on can wait or build while we build.
doing "stuff" with dead things.
#15
Posted 06 March 2015 - 10:40 AM
This is good news (although I can't map yet).
Also worth considering that they also announced an Assets marketplace the other day - if a chair has been created and is available, use it. Want a tree here? Pick from loads.
In addition, an intelligent system for creating terrain (is how I understand it) has been introduced. The 100x100 miles of Scotland linked earlier was apparently generated using this method.
More info here: news article on Engadget
It might make the technicalities of mapping a little easier, freeing you up to concentrate on level design.
Also worth considering that they also announced an Assets marketplace the other day - if a chair has been created and is available, use it. Want a tree here? Pick from loads.
In addition, an intelligent system for creating terrain (is how I understand it) has been introduced. The 100x100 miles of Scotland linked earlier was apparently generated using this method.
More info here: news article on Engadget
It might make the technicalities of mapping a little easier, freeing you up to concentrate on level design.
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#16
Posted 08 March 2015 - 10:36 AM
Hi,
It's not completely free:
When you ship a game or application, you pay a 5% royalty on gross revenue after the first $3,000 per product, per quarter. It’s a simple arrangement in which we succeed only when you succeed.
UrtHD won't be affected since it will be free... anyway, there's more info available here:
https://www.unrealengine.com/faq#legal
https://www.unrealengine.com/release
It's not completely free:
When you ship a game or application, you pay a 5% royalty on gross revenue after the first $3,000 per product, per quarter. It’s a simple arrangement in which we succeed only when you succeed.
UrtHD won't be affected since it will be free... anyway, there's more info available here:
https://www.unrealengine.com/faq#legal
https://www.unrealengine.com/release
#19
Posted 10 March 2015 - 06:28 AM
neooffs, on 10 March 2015 - 05:33 AM, said:
I am afraid for Urban Terror now... going to the dodge-based UT engine plus it feels so sluggish to move in that
gg
gg
It's as smooth as glass. Find out for yourself as Unreal Tournament Alpha is also included in the launcher
doing "stuff" with dead things.
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