Unreal offers a complete world for you to roam -- a world of incredible beauty and realism with the most detailed environments ever to grace your PC screen. In one seamless flowing world, race across vast outdoor and indoor environments, enter enchanting cities, mysterious temples, glittering mines, shattered ships, and crystal clear waters. Unreal delivers this cutting-edge realism on computers using a Pentium 166 or higher. And for those of you lucky enough to have a Pentium II, MMX technology or a video accelerator, the Unreal realms will become your reality.

Not that it’ll be easy: with Unreal's array of fierce new fully polygonal enemies stalking your every move, it’ll be a struggle just to survive. You’ll have some help, of course: with an arsenal of incredible new weapons at your disposal, you should at least have a fighting chance against the Skaarj and their allies. But with over 300 frames of animation apiece, and monster AI (that's Artificial Intelligence to you) from Steve ("ReaperBot") Polge, your adversaries will be smarter, meaner, and more alive than any you’ve ever faced. Which means that just when you think you've got them beat, they'll retreat, team up, and take you out later.

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Status report on latest developments:

Work on Terra Mining Region persists, the day to night cycle has been in alot of ways refined but still needs some work to correct a few things, and early but crude tests have been done in the climatology aspect to which we have a clearer direction on now and a better idea of how to pull it off. Previously, we had planned for 12 weather states, but the issue became apparent that this made the weather too repetitive. Instead we have decided on having thresholds bound to a set of rules to determine the weather conditions.

Sublevel borders (points in which the player crosses over into another map) and how they overlap seamlessly is another topic of brainstorming. We have several ideas which we plan to experiment with and we'll try to see which one works the best, but ultimately if we can't get seamless transitions to happen, we will have to plausibly turn those areas into passive/combatless areas where AI will only travel over into another map when the player is not near that crossover point. The static world is able to be viewed from another map, but being able to see AI and shoot enemies across those borders would be another issue, however disabling combat and not having AI move near these areas when the player(s) are there would only be a last option, there are still some ideas we can attempt before that though.

2024 1 18 0 27 24 7 OWorld Terra

Out of all 3d aspects of the project, the base assets/models/textures end up taking the longest time to create, while the map geometry itself and layout itself is the quickest and most leisurely thing to work on. There's no time limit or deadline (that would be more unhelpful and impossible to predict honestly), but development will start to feel like it's flowing faster the more base assets get created, as that way we're able to focus on the open world itself which is probably the easiest part.

BaseAssetsTextures

AbandonedCastlesWIPpreview

Lastly, I recently wrote a tutorial on how to use Blender to create large levels for Unreal (the specific workflow only works with 227J+ as it relies on some of it's features) without the risk of BSP holes or glitches, Terra Mining Region uses the same workflow -

That tutorial can be found here on UnrealSP.org


Credits

Terra Mining Region is worked on by the combined efforts of -

(T:S:B)IceLizard - Project lead, Story lead, Lead level designer, 3d Modeller and texture artist

Alternative Projects (Alt) - Soundscape, Lead musician, Sound designer and Brainstormer

Bleeder91<NL> - Lead UScript Programmer

G4lactic (GFour) - Musician, Brainstormer and Mapper

Sly - Concept artist, Feedback

Original portion of the map which the project is built around created by

Nivlek of Legend Entertainment

List of current and past contributors -

Rikia - Feedback

Wolfrayne - Feedback, Playtesting and Technical advice

Krull0r - Technical help, Kismet feedback and General feedback

Sunar (Tera) - Brainstorming, Feedback, Technical advice and Scientific feedback

Vulpes - Technical help, Technical advice with AI, feedback and playtester

.:..: (Dots/Marco) - Debug tools, Technical feedback, Community Update developer

Smirftsch - Technical feedback, Suggestions, Community Update developer and liaising with bug reports

TLX - 2d Art contributions

BlumpkinKing - Extensive 3d Modelling feedback, Playtester, Material Authoring advice and help

DeathPax - Technical feedback

Xaleros - Technical feedback, Technical support

Losanatinf/TheGrislyGrotto - Sound effects, Feedback, Playtesting

Diego Zarate - Leather and Fabric materials

Oleh Slabiy - Sculpt Brushes

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Unreal is 25. Doesn't that make you feel old? It does for me.

New concept art -- Mafia

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Hi all Below some new concept art ( thanks to the power of AI :-) )

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Several "split-screen" comparison screenshots have been posted now in the images section.

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A medium-length singleplayer campaign for the original Unreal, built with/for oldunreal’s 227J patch.

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Post comment Comments  (0 - 10 of 32)
Unrealhalo
Unrealhalo

And for anyone interested in the Unreal games you should join the Discord servers, you can find them here.

Discord.gg

Discord.gg

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Unrealhalo
Unrealhalo

Such a great game. I think some of the amazing custom campaigns such as Déjà Vu - Gryphon Revisited should be posted here. A lot of people come to Mod db and these great custom levels and campaigns would get more attention if they were posted on this site. If anyone is interested in more Unreal please take a look at this site here it is full of amazing content Unrealarchives.com

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darkelf1
darkelf1

the best FPS of all the time.....

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NaliSeed
NaliSeed

The downside of the Unreal franchise is that the single-player mode has been systematically gutted since UT99 came out, and there's been nothing in the single-player department except one mission pack that was a bit of a letdown compared with the fantastic campaign of the first game, and of course that forgettable and disappointing sequel known as Unreal II: The Awakening. Saddest part is, in this age when so many devs are hell-bent on remastering the **** out of everything, it doesn't seem likely that good ol' Unreal will ever be a candidate for a remaster, remake, rebooting or whatever. Just imagine how the original Unreal, already technologically mind-blowing back in its day, would look now with a modernized topnotch redesign, enhanced gameplay, and additional content (new areas, enemies, weapons, etc). It'd be glorious.

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Leo(T.C.K.)
Leo(T.C.K.)

At one point in developement Unreal 2 was called Unreal: Episode II even. But that's all "forgotten history".

Plus there are also Unreal games you probably don't even know are Unreal games. Devastation and Gears of War for example. They basically (still) take place in the Unreal canon universe, no matter how silly this statement might be. Didn't you notice the COG logos in UT2004? That's because that game reused content from Unreal Warfare which was being restarted in developement at that time and evolved into Gears of War. Devastation was something that started as an addon, evolved into Unreal: Devastation as some sort of a prequel game to the Unreal series, but after cancellation and search for new publishers the game was remade on the new Unreal Warfare engine into simply Devastation with much of the ties removed, except for few references for a keen eye like Liandri Mining Corporation and their defacto start in that game. Yes, it's true. It's only referred in a single level of the game and you might miss it. But you will also notice that several of the more scifi looking weapons(or even the bolta harpoon gun) are more Unreal in design and that's because they came from the earlier phases of developement.
In a funny way that game is more Unreal like in terms of exploration and progress than Unreal 2 was. And nothing's quite static there either, even though it does show how broken the unreal warfare physics often were really. Since why the main games never truly bothered to utilize it and with pariah DE chose to utilize Havok instead. Pariah might even be originally related to some Unreal project too given that it was started around 2002. maybe as singleplayer component for Unreal Warfare/expansion pack? This last bit is not confirmed but only because the developement of pariah was so tight lipped. The "Shroud" however are basically exactly same as the Geist once were in Unreal Warfare. Basically techno based Necris as opposed to Gothic etc.

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Leo(T.C.K.)
Leo(T.C.K.)

Its really sad, especially if, like me, you know of the many cancelled games and expansion packs that would have featured singleplayer content.

Unreal 2 had a troubled developement cycle and not everything can be blamed to Legend staff (in fact very little when it comes down to it). It was kind of like with Blood 2 except they got a chance to more or less polish Unreal 2 so it wouldn't be a buggy mess, has to do with the talent of the coders of course. In fact to use your own word, it was gutted and shuffled around, the game starts with m08 maps which is mission 8 for crying out loud. Mission 7 was cut altogether and only little tidbits remained in the game and the shian models replaced with black cubes...
the 2000 alpha version had two draft levels for mission 7 and sadly it's all we got now. It was to be featured in an expansion that never came to be either.

And still it can't really be counted as a sequel, it never really was, more like another "chapter" but not playing as the Unreal hero. It drifted away from Unreal more and more as developement went on (and then last minute references were tacked on). Initially the concepts for some maps like the drakk homeworld were taken from unused ideas from original Unreal.
There was a plan for a different Unreal 2 game very early on in 1997 but that was to be a direct sequel. The Unreal 2 that started in 1999 was meant as another step in the series but having slightly different direction. However the focus was originally more on dynamic situations, while the released game is very very static.

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Shletten
Shletten

Agreed! I dream about that too.

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SanttuPesonen
SanttuPesonen

Can concur. I've been pining for something at least emulating the style of OG Unreal for years, but alas, it seems it's a pipe dream. Shame as well because Unreal is one of my all-time favorite games, and it deserves more love than it gets.

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darkelf1
darkelf1

Great music and level design....

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Terrifying
Terrifying

For those interested; the official Unreal homepage October 18, 1996
Web.archive.org

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