UT3 Black Sierra - Full Install - V0.21
Aug 29, 2009 Full Version 11 commentsYOU MUST HAVE UNREAL TOURNAMENT 3 INSTALLED! The full installation of Black Sierra Alpha v0.21. Readme included this time! Yay.
Set in modern times, Black Sierra is set upon a fictional mountain where its habitants have disappeared. Communication, trade, and signs of life from the communities stop after a group of miners break into a deep and complex cavern system where a group of carnivorous beasts resided in. Now set free, and with no reason to fear man. These beasts spread out, and prey upon the communities of the mountain. Weeks pass as missing persons reports increase before communications stop all together. Now after a Search and Rescue team goes missing suddenly, it is your squad's job to find them and extract them. However; after finding yourself in the mists of the S&R's remains, your objective clearly becomes to just make it down the mountain alive.
Black Sierra is a basic first person shooter at heart, but is being completely designed with cooperative gameplay in mind without going over the top. Teamwork is encourage greatly, yet it will never be forced upon anyone to require a team mate in order to win. Maps, pickups, monsters, weapons, and events are designed to be played with friends (or strangers if you have no friends), yet at the same time never requiring an AI team mate if you feel like playing alone.
Survival is carefully planted into the mix as your team runs low on ammunition for their high-grade weapons, and are forced to acquire civilian weapons, ranging from shotguns to hunting rifles. Slowly the chance of survival decreases as weapon reload time increase, less ammo is held per clip, and it's accuracy degrades. Pitting players with a choice of holding onto their beloved high-tech weapons, or snatching a low-grade one in order to have plenty of ammo.
Features:
5 Player Co-op: Play with up to 4 other players as you trench through the entire singleplayer style campaign. Team work is encourage through various features, such as being able to hand out ammo to team mates.
"Smart System": The "Smart" system is designed to give total replayability, it calculates and generates weapons, monsters, ammunition, and more depending on how many players are currently playing, and what their load outs are. Yet will also randomly generate them at the same time, keeping players on their toes at all times even the second time through as those precious weapon spawns some one always rushes for may produce nothing at all.
Scavenge and Survive: Starting with military-grade weapons, players are forced to take arms with civilian weapons as their ammo is decreased, search through the world in order to find weapons and ammo.
A New Breed of Monster: A fast and accurate shot is needed in order to survive, the beasts of Black Sierra aren't your usual dim-witted brutes that require 3 clips to put down. These monsters are quick, agile, and aggressive. The blend into their surrounding, and pounce upon their victims when they're least expecting it. Quick to take down, hard to hit is the idea. A new challenge awaits.
For full on information regarding gameplay, maps, weapons, features, and etc please visit our ABOUT page on our website.
17 comments by Micah on Apr 30th, 2010
It's been around half a year since we have released any real news, but here we are today and I would like to clue everyone in about what's been going on in the land of BS.
After submitting to the Make Something Unreal contest we decided to kick our feet up and essentially just let people experience the early build of Black Sierra in order to see what sort of reaction was to appear. Although rather rough around the edges, and still very early in development the v0.21 Alpha was apparently being enjoyed enough that we got quite a bit of decent feedback.
Then it hit us, the Unreal Developement Kit was announced. It was a major step up from the engine version that UT3 was providing us, although the entire transfer wasn't entirely smooth. Unfortunately for us we were using a handful of statics from UT3 which were no longer available in UDK, primarily......all the walls for the mining levels! Which in the end led us to being so quiet for so long, most of our time was spent recreating what was already in the Alpha build and we didn't want to show off a bunch of images of nothing new!
Obviously, this required a bit of a step backwards for development, we had to recreate the entire mine with the use of custom statics used to build the actual tunnels of the mines. Although we won't be showing off the new mines just yet, we're saving that for the next post where we'll be comparing the old style to the new.
However, I will say that this merge actually provided us with an opportunity to get some things right for the new map, before hand we didn't exactly do a lot of research into what makes a mine, well, a mine. We simply took a bunch of rocks, made some walls outta of them, took a pickaxe, threw it on the ground and called it good. This time around, we did our research and will actually be doing our best to faithfully recreate a true mining experience with thought put into how minerals are transfered, how oxygen is handled, and more.
We hope we're forgiven for the long streak of silence, but we want everyone to know that we're indeed still working on Black Sierra, and that we did switch over to UDK. We'll be releasing a few more "area" specific news post in the coming month or two displaying all the new things that's been added, but for now we just wanted to get people excited.
YOU MUST HAVE UNREAL TOURNAMENT 3 INSTALLED! The full installation of Black Sierra Alpha v0.21. Readme included this time! Yay.
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Hey guys, great little mod you have here.
I was wondering, how did you manage to get your weapon model's EOTech so close to the camera without it clipping the model away? I've had an aiming setup for ages that works fine with iron sights but if you get near to the model like you would with a proper sight quite a lot of the weapon model vanishes.
I'm not the coder for this, so I'll have to double check with him when I see him next. However; I remember having this conversation with him a while back, and I believe the fix was increasing the FOV for that weapon.
As far as I remember, since I had the weapon animated to move backwards into the screen, it would disapear too early and look really bad. I am almost 100% positive the Field of View (FOV) number changed it.
Wish you lot of luck on MSU contest!
Thanks!
This looks really good, Are you planning bots?
As teammates? No.
I have a problem, my flashlight doesnt light up anything at all, except a few items.
do you have Dynamic Lighting in your settings turned off?
hey guys this is a great start to the mod clearly a lot more work needs to be done it is only alpha thou i did spot a few bugs if you follow the lake to the edge of the screen then crouch you can actually fall off the map also some of the bot pathing needs work and the flashlight in a lot of dark areas it doesn't light up hmmmmm i must admit i did get a couple of frights and i didn't even have sound enabled so i didn't get to listen to your awesome music. good job so far guys i hope this mod goes far :)
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