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ImageXidia: The birth of a Saga

The singleplayer campain that started it all. Xidia changed the face of Unreal singleplayer as we know it. Level design so ahead of it's time it's even immitated today and gameplay levels that spawned the term "Xidia Hard", Xidia is often hailed by the commuity as being one of the most challenging and rewarding singleplayer campains for Unreal Tournament.

 

Some House Cleaning And Other Happenings

As some might have noticed, there has been some site cleaning on the "About" sections of all our projects. Most notably in regard to the story tidbits in the Residual Decay, Seven Bullets, and Skytown Redux sections. This was a long time coming and you might enjoy them.

 

Furthermore,  back in September I released an Unreal themed short story on FanFiction.Net entitled "The One Who Survives." It is currently listed under the Unreal Tournament section of that site, although you might have to set your Ratings search to Mature to see it. Clocking in at over forty pages, the story depicts a Na Pali you will experience first hand in Residual Decay and many concepts introduced here will be incorporated into the Jones trilogy mythos. 

Lastly, Dead Cell will likely be released by the end of the year so you guys have something to bide your time with until RD is finished. As you might know from the forums, it's got some new goodies to mess around with...including a real attempt to do melee weapons justice in Unreal, a new HUD, and human enemies that are being carefully tuned not to be bot-like. Will we pull this all off? Let's find out together.

 
Adversaries Revisited: The Big Man

This was a long time coming. In the first of what will be a recurring news theme, "Adversaries Revisited" is where we unveil the classic villains of Unreal which will be remastered for Residual Decay. The first of these is none other than the Big Man; a reimagining of Unreal's Brute creatures.

Like Unreal, the Big Man will come in different varieties. But in all instances, the Big Man will be a much more impossing foe. In Residual Decay they will be more athletic than their sluggish Unreal counterparts. And to emphasize these new traits, some classes won't even use the traditional rocket launchers as a means of attack. Visit our forum for discussion (which features larger pix until our image gallery is updated) and use our Poll to voice your opinions.

 

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Community Podcast Is Out

As some in our little Unreal/UT singleplayer community are aware, a recent podcast hosted by Shivaxi and LOL_Peanuts has been uploaded. It's about over an hour long and contains interviews with certain community developers, including yours truly. The Residual Decay segment covers some interesting elements of our game that you may not know about, so I implore you to check it out. Also, there is a fairly interesting interview with Turboman concerning his upcoming pack Firestorm, which I can say with certainty is a pack to look out for. 

 Link:

http://shivaxi.s3.amazonaws.com/Unreal%20Podcast%201.mp3

 

Check it out and show your support for Shivaxi and LOL_Peanuts in their Oldunreal and UnrealSP.Org forum threads about this podcast, so that we can encourage these guys to pump more of these out in the future.

Lastly, expect another update after this soon concerning some new RD shots and some info on Dead Cell. 

 

 

 
Red Nemesis Wants You!

It's that time of year again!

Every few months of RD's long development (since '04/'05 roughly...wow) I try to go out and snare new talent to help us along.

At the moment we still have a small core team of people working, but this core seems to get smaller as time progresses. The main obstacle remains the mapping, which...as close as we have been for some time...has gotten considerably harder since I am currently the lone active mapper for Residual Decay. RL also permits me less time to work on the mod than I have ever had. So, as always, we are welcoming mappers. And as always, know that all maps in RD are worked on cooperatively with myself. I'm looking for people to help me finish several partially finished levels and wrap up some of the fringe level maps we need made. Also, as always...don't bother applying if you have issues with private mapping (i.e, using only the internal team for testing and not being able to publicly release or display content made for the mod until release, unless special circumstances arise. Generally I'm flexible about this).

I can't stress this enough. If you can map and you want to give it a shot, just contact me. Just know that mapping for RD might seem a little different, and you might find yourself working mostly on layouts...or adding to previously unfinished work.

Other fields we are searching for is an active skinner and character modeler, presumably one that has a preference for humans. Similarly, we are accepting a position for a texture artist...primarily one with some high resolution skills. In this field we are also looking for someone with particular skills in S3TC texture development. 

 Lastly, we are currently looking for some voice actors. That's right, we need some men and women out there to give us a wave and try reading some lines. We will provide sample lines for you to attempt first, but if you have personal samples we will accept those as well.

 

We are looking for the following

-Mappers

-Texture artists or S3TC artists

-Human modelers and animators

-Voice Actors

 Contact Mr_Prophet .

 

 

 

 
Insight and Revelations

Heya boys and girls.

Just a short news brief today. I'm here to tell you that I have updated the Residual Decay page with an extensive FAQ. These are questions compiled on our forum by our loyal fanbase. The premise of this was "ask anything", so a lot that is said there might be interesting. I've also taken the liberty to expand some game based information in there too, and will continually update it as more stuff gets developed. So, click on the Residual Decay section and scroll down past the story info to "The Game" and "The FAQ". 

-Proph

 
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