Uplink Delta is a WIP pack of around a dozen maps for ZDoom and Zandronum. Maps attempt to create interesting gameplay while looking visually pleasing, taking place in various locations ranging from starbases to gothic fortresses. In space.
I'm aiming for a good dozen maps hopefully with several differing themes, outright starbases and more earthly-like areas (while still retaining the sci-fi touch to some degree) to some urban areas. Storyline? You got a shotgun and you got demons, who needs a storyline?
Will feature custom weapons/monsters/hud/stuff. Especially stuff.
Spoiler: Screenshots
Re: [oh gn0 a WIP!] Nullpoint
Posted: Wed Nov 23, 2011 11:45 am
by esselfortium
Oh hai TSoZD textures. Er, um--
The screenshots look pretty nice.
Some nitpicks:
In the first shot, the sloped light flats are misaligned, as is the stone2 overhang on the right. Also, it seems a little odd how the lower stone2 walls under the overhang have such a narrow curve. It also might look better if you used a different texture under the overhang to differentiate it more; maybe something that goes with the metal or stone you're using elsewhere in the shot. Also, the computer monitor on the overhang is oddly dim.
I don't care much for the glowy midtex lightbeams coming out of the pentagram in shot 4; they look somewhat distractingly fake to me there, like sheets of translucent paper stuck around the edges of the star.
Re: [oh gn0 a WIP!] Nullpoint
Posted: Wed Nov 23, 2011 12:32 pm
by Alvas
I actually really like the attention to detail on the metal beams and structures, I hate rock textures in general though lol. The attention to detail is incredible I have to say
Re: [oh gn0 a WIP!] Nullpoint
Posted: Wed Nov 23, 2011 3:16 pm
by Nightfall
esselfortium wrote:Oh hai TSoZD textures. Er, um--
TSoZD textures? But I hardly even...
The screenshots look pretty nice.
Thanks.
esselfortium wrote:In the first shot, the sloped light flats are misaligned, as is the stone2 overhang on the right. Also, it seems a little odd how the lower stone2 walls under the overhang have such a narrow curve. It also might look better if you used a different texture under the overhang to differentiate it more; maybe something that goes with the metal or stone you're using elsewhere in the shot. Also, the computer monitor on the overhang is oddly dim.
I had aligned them, but I merged two areas into one and I had to retag everything, breaking the alignments in the process. Realized it a little too late. Hexen format here, y'know.
I don't care much for the glowy midtex lightbeams coming out of the pentagram in shot 4; they look somewhat distractingly fake to me there, like sheets of translucent paper stuck around the edges of the star.
I'm going to have to agree there, that area is a tad older though.
Re: Uplink Delta
Posted: Fri Apr 27, 2012 4:33 pm
by Nightfall
Update: the project has been (long ago) rebranded to Uplink Delta, now lifting off from underground into space.
Wads In Progress link here, with a few new screenshots.
Re: [WIP] Uplink Delta
Posted: Fri Apr 27, 2012 5:06 pm
by Enjay
Sci-fi/tech levels are my favourite and I like the look of the screenshots that feature that kind of environment.
Re: [WIP] Uplink Delta: never was dead.. at least it isn't n
Posted: Mon Nov 25, 2013 6:25 am
by Nightfall
le pumb
First post updated with some screenshots. Still working on this one, never quite stopped but went so slowly it takes 18 months to do stuff and stuff isn't done yet.
For anyone reading the thread, the screenshots are pretty much all-new and most of the old maps are either replaced, with them being a couple of rooms leading into nowhere or just lost over time.
As one might tell I've been focusing on the earthly-like maps these days.
Re: [WIP] Uplink Delta
Posted: Fri Jan 24, 2014 6:34 am
by Nightfall
got some stuff done recently
Re: [WIP] Uplink Delta
Posted: Sat Jan 25, 2014 9:51 am
by Captain J
with advices from esselfortium, i'm pretty sure this map will be shine. god speed.