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Return To Na Pali: Ultimate Edition
Spotted this one at UnrealSP:

This is a fully polished Return to Na Pali conversion for Unreal Tournament with all the great features of oldskool. It also contains the cut Unreal Beta maps in a finalized form, together with the RTNP adventure. Here is a full list of features:

- RTNP conversion to UT, without the pesky bugs that have come with previous RTNP conversions.
- The original 17 RTNP levels with bug fixes, texture alignments, game play enhancements, and more. Some maps have been given the treatment they should have received when the Expansion pack first came out!
- 10 new levels, completely restored from Beta content of Unreal. This content was originally cut from the official game. It has been modified to fit right in with RTNP, including proper transitions between levels. All of it feels right at home in RTNP!
- Restored beta content has been completely revamped. This includes better lighting, enhanced game play, new stories, added RTNP content, texture alignments, technical revisions, and much more. None of it is in beta form any longer, but finalized.
- Restored music from the beta releases, which are used in the new maps and even some of the old maps.
- Implemented Oldskool features, including permanent carcasses, weapon decals, scoreboard with kill counts, and more.
- A great menu system created by Integration.
- More of a challenge when used with the 'Limbo Difficulty Mutator', which has been included with this conversion. This is recommended for veteran players who found the original RTNP to be too easy!


Apparently, you don't need the mission pack to play this one - all the required files are packed in the archive. UT with Oldskool seems enough. Looks like a gift for those who hadn't had a chance to play the expansion before.

http://www.unrealsp.org/forums/viewtopic.php?f=4&t=2187
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Not for Unreal. I was making a 32-map megawad for Doom2 (finished 14 maps), but that one may never be completed. I did also create the Frikbot waypoint pack for Quake, in case that is what you saw. 
 
I'm enjoying the video playthroughs, DaZ. Even though you are too skilled for Medium, I think it's more practical to show a video playthrough that way. Otherwise, you would have to search around for more ammo and health in the harder skills, taking up more video time. You would also die more often, making it more difficult to record a video. I cracked up at the way part 2 ended, lol. 
I Recall Playing It Back Then 
15 enemies per 15 minute of running trough a giant map. Unreal. 
 
Indeed, Unreal is definitely not a spam-fest game. It's more about the atmosphere and the build up before each battle. However, the AI is smart enough and difficult enough that the action is a-plenty, at least for me. Try playing with the Limbo difficulty mutator to make the game a super challenge. The first time you see the enemy run faster than you is quite a scare. Of course, the first level is merely a mood-setter and does not have many battles. You have to get to the later levels. There are times when you have multiple monsters attacking from different directions strategically.

I'm a fan of all the old games for different reasons. Doom is fun for the non-stop hordes of monsters. Quake has fewer monsters than Doom, but slightly better AI and more atmosphere. Unreal has the least amount of monsters, but the best AI, and the best atmosphere and story. Each game is on my top list. 
 
Whoops. That last post was made by me. Heh. 
 
Just watched part 5 of your video playthroughs, DaZ. Thanks again for these. I noticed you are missing almost all of the secrets, but I'm guessing you are just running through the pack for the video playthrough. It's fun to see how someone goes about exploring this for the first time. I would love to see you playing this in Unreal skill, but I don't expect you to upload another video playthrough of it. Hehe. 
Secrets 
are the bane of my existence :)

I cant find the secrets in my own levels, never mind other peoples! 
Secrets? 
We don't need no stinking secrets. 
I Noticed That Too 
It's almost cute how he tenaciously keeps walking past half of everything. 
I Noticed Nothing... 
I haven't watched the videos. If an average player can't complete a SP FPS game on a medium skill setting without relying upon secrets then the game has a serious design flaw (or you just really, really, suck at playing the game but that's a whole different ball of wax).

Don't get me wrong. I liked Unreal and this Na Pali pack, and the game is well balanced for the average player but honestly, secrets are supposed to be an "Extra" for exploring but should never ever be a requirement for completing the game.

One thing that I liked about Quake, and to a lesser extent Doom 1 & 2, (and that gave them more replay value in my opinion) was that while finding the secrets was never required, the level transitions taunted you into exploring the level again to find them even when the eventual reward might not be worth the risk in finding them in some cases.

Games like Unreal don't do that. Today's games have brought that back in the form of achievements. Like them or not the secret areas (and letting you know when you missed them) were the forerunners of what we see today. 
 
Quaketree, I understand some of what you said, but secrets are NOT required to complete any level in this pack, or the original Unreal (otherwise, DaZ would be in trouble for his playthroughs). Hexen is the only game I know of that requires you to find secrets to progress. Unreal has no such thing.

You are correct about Unreal not labeling the secrets. They merely give you an extra sense of satisfaction once you find them. In fact, I was still finding secrets in the original Unreal years after playing it for the first time. It�s a huge sense of satisfaction discovering a secret for the first time, after not knowing about its existence after so long. I like that Doom and Quake label the secrets, but I also like that Unreal does NOT label them. Unreal really isn't an arcade-style game like Doom and Quake. It would make no sense for the game to tell you when a secret has been discovered; you just know when you've found one, and you get some sort of reward. It would be a slap in the face for a game like Unreal, which gives you a sense of loneliness and seclusion on an alien world, to tell you that �you�ve found a secret area!�.

DaZ only got lost once in all the video playthroughs. I don't understand why you think the secrets are mandatory; they are absolutely optional. In fact, the secrets sometimes give you less than they do in Doom and Quake... 
 
DaZ, just watched part 6. Do you ever use the save game feature? I just noticed I've never seen you save the game. Does this mean you always start the level over again when you die?

For some reason the sound was a little distorted in part 6. I've also noticed a few other strange bugs in your game, like a few black masked textures. You should open the console, and type "preferences". This will open a small window outside the game. Go down to "rendering", and select the driver you are using. Look for an option called "MaskedTextureHack", and set it to True. If the option is not there, then you are using an old driver for the game. you can download an awesome OpenGL driver here, which makes the game look much better:
http://www.cwdohnal.com/utglr/utglr37.zip
Also in the rendering options, make sure "VolumetricLighting" is set to true. This enables fog effects.

Looking forward to part 7!

One really odd bug I saw twice in your videos is the seeds not growing Nali Fruit plants. They just sat there, and you couldn't pick them up or anything. How strange. 
Heh 
Yeah I noticed the sound issue after uploading :( Part 7 is fine however (I double checked).

I try not to bring up game related UI during a playthrough as it breaks the flow a bit I feel, when I die I simply stop recording and replay the level up until where I was, and then save before starting up the recorder again.

As for rendering, I'm using the dx10 renderer that some dude released (I can't remember when) but I'll have a look through the advanced settings and check for that switch. The volumetric effects are on, they are my favourite part of the Uengine, even by today's standards they look fantastic.

No idea about the fruit seeds, I just assumed you could only grow one at a time :)

Got to say, I'm loving the area I'm in at the moment in the game, lots of natural rocks and huge valleys, with that classic Unreal rock texture that must have been used in countless custom maps and games for years. I'm still not seeing any obvious transitions between RtN/Unreal beta maps, they still flow really nicely together. I've experienced some annoying areas where I got lost (mostly in the temple styled maps) but for the most part everything is good. Solid Unreal fun. 
 
Hey DaZ. Still going to finish the video playthrough? I'm looking forward to part 9. :) 
Yep 
slight setback as I accidentally deleted all the raw footage for part 9 before encoding it :P

Just re-recorded it, so will be putting it up later today. 
 
so is the nali guy supposed to get crushed by that rolling pillar? cause that guy was a total dick and tricked daz into getting crushed too. :P 
 
on further thought, someone should make a map with a dozen nali dudes who lead the player into instant death traps all the time. ^_^ 
Hehe 
Yeah, scumbag nali! Or however the meme goes :)

I did laugh out loud when it happened, so glad I caught it on film. Part 9 should be up in a few minutes, god damn my upload speed is awful :( 
Evil Nali's 
I never trust 'em. Falling bridges, ambushes and rolling pillars of death. I figure, what the hell, I'm a friggin' convict anyway. Kill 'em all and let their gods sort it out at their end... 
 
i usually did that by accident... apparently, my trigger finger is rather itchy. :P

these videos kind of make me pissed i don't have ut to play this though. i've heard so much about this, but could never run it! the pack looks fantastic. 
Looking To Play This Over Christmas 
I have Oldskool installed already, do I still need to install Oldmodels? Will installing oldmodels cause any conflicts with custom UT player models? 
 
Yes, you need the oldmodels installed. They are designed to work alongside the UT models, so no, you won't have any conflicts. They are simply addition models to the game. 
 
Nitin, just make sure to follow the instructions closely in the readme file on how to install. There are very specific instructions, and you can mess things up if you don't install it right. If installed right, there should be no conflicts whatsoever in your UT folder. This mod is an add-on, and doesn't not replace anything in UT. 
 
Yep I'll play it sometime and do a review of it. I need to get UT first though - what's the UT GOTY 2011 Edition like? It's on pirate bay so I might get that.

Are there any high def packs for UT now that'll improve the looks a bit? 
GOTY Version 
That's what I have (it came with Unreal Gold, which I purchased years ago). I still patched it up to the latest version (1.46 I think) before I installed this mod just to be on the safe side. The patch is small and took longer to install than it did to download. 
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