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[Manager] Return to Kneipe der Untoten - UGX Mod Edition!

HOT
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Created 13 years ago
by treminaor
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I think the power switch should be in a more appropriate place. Kinda odd just chillin' on the side of a crate. Other than that these pics are win. :)
good point i think it should be somewhere like the back of a building, not on a shipping crate
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Here are some awesome new win images of the map looking a little better than before (in my opinion), this will pretty much be the finalised environment style/atmosphere of the map. I didn't like the dull, washed-out dark lighting setup from before because it was too bland and we've already done that kind of thing with Cabin, so I used the Verruckt .vision and worldspawn setting files as a basis and made some tweaks (as well as added a lot of new detail) to end up with this:

*Click on the hidden text button to show the images*

Spoiler: click to open...



























These images are also now on the main post to replace the old ones :)
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Fallout Assault Center - Released!

Z ASYLUM - WIP  https://ugx-mods.com/forum/index.php/topic,15236.msg150610.html#msg150610

Xbl, psn, and steam username is nickst98
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when should beta be?
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when should beta be?

There's still a lot of stuff to do before this can be considered a playable beta release, including additional detail/mapping, scripting all the objectives, sounds, FX, and custom models - as such I can't make an accurate estimation just yet, but I'll try to sort out a timeframe as soon as I can.
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There's still a lot of stuff to do before this can be considered a playable beta release, including additional detail/mapping, scripting all the objectives, sounds, FX, and custom models - as such I can't make an accurate estimation just yet, but I'll try to sort out a timeframe as soon as I can.

cool cant wait!
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Here are some awesome new win images of the map looking a little better than before (in my opinion), this will pretty much be the finalised environment style/atmosphere of the map. I didn't like the dull, washed-out dark lighting setup from before because it was too bland and we've already done that kind of thing with Cabin, so I used the Verruckt .vision and worldspawn setting files as a basis and made some tweaks (as well as added a lot of new detail) to end up with this:

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These images are also now on the main post to replace the old ones :)

Awesome screenshots! :D
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NIcz !!! <3  :D
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im guessing the team is going all out on this now that comosea is done?
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and also since you have all the ugx mod in comosea, wont it be easy to transfer it to bar?
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and ik 3 questions in a row, but will the map be as big as comosea?
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im guessing the team is going all out on this now that comosea is done?

I'll mainly be focused on getting Bar done as well as a few others, but I don't think the entire team will be totally involved.

and also since you have all the ugx mod in comosea, wont it be easy to transfer it to bar?

It'll be fairly easy to include it with Bar, but we'll have to write custom objectives since the ones in Comosea won't really apply to Bar, plus that would be silly to have the same storyline in two maps :P However all the weapons, gamemodes and unlocks you see in Comosea will be available with Bar as well, and perhaps with some improvements as well.

and ik 3 questions in a row, but will the map be as big as comosea?

The map isn't as big as Comosea, if you've ever played the original Bar 1.1, this version is going to be a little bigger than that with a new outdoor area to replace the apartment building. Apart from that there are a few layout changes and of course new detail enhancements to make the map more refreshed from the original 1.1 version which I made quite a while ago.
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The site background has been changed in commemoration of transferring our focus from Comosea to Bar v2.0.

Hopefully we will be able to start the scripting for it soon :)
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update?
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update?
W1NG3D has started his exams - it will be a few weeks before anything new is posted.
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W1NG3D has started his exams - it will be a few weeks before anything new is posted.

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