Developers: Teridax, AlCapowned, Doublez-Down, Tronovision, and SteadZ

Synopsis:
It is approximately 22 years after the Skaarj Empire's humiliating defeat at the hands of humanity in the 7 Day Siege. The Empire has been struggling to maintain their grip on Na Pali ever since, as human and alien mercenaries alike gleefully tear away at the rest of the Empire's resources.

After the deaths of all personnel situated near a string of Nali temples dedicated to the god Ehactora, the Skaarj high command had enough. The Queen's Blade, a large cruiser filled with experimental weaponry and elite soldiers, was dispatched to Na Pali in order for the Skaarj to reclaim that section of space. However, a mercenary attack forced the ship into Vandora's Eye, a massive, ancient, and seemingly impenetrable storm that the Nali have long attributed to their god of lightning.

Command assumed the worst. Attempts to reestablish contact failed; signals were able to penetrate the storm, but nothing could get out - until today. The ship's crew was, for a few minutes, able to signal command for help.
To say the least, their screams suggest that the locals are not particularly friendly. As part of an elite team, you have been tasked with finding the ship and recovering the crew.

Features:
-7 playable maps in part 1 (plus a flyby, 2 intro maps, and an outro map)
-5 to 6 playable maps planned for part 2 (plus an intro and outro)
-Some new weapons, enemies, and items
-A new HUD with the option of choosing a larger, more detailed version
-Particle effects courtesy of the Unreal 227 patch (an earlier version of the system will work for UT)

There are currently five people on the team. Things are progressing nicely and help isn't required, but anyone who is interested is welcome to volunteer! We aren't going to update this page every week, so don't think the project is dead due to a lack of activity here.

Image RSS Feed Latest Screens
Skaarj Rifle Come get some A tight space
Blog RSS Feed Post news Report abuse Latest News: Resurgence: An Overview of a Work in Progress

4 comments by Alcapowned on Feb 7th, 2015

Unreal: Resurgence has been in development for over a year now. When it was first announced publicly, the only people working on the project were Teridax and myself. Before the announcement, I very much wanted to see a Skaarj campaign because it had never been done before. The idea presented a few challenging questions. What kind of enemies could we give the Skaarj without losing the variety of foes in the original Unreal? What kind of weapons would they have?

The answer to both questions appeared after a lot of Epic's unreleased textures and models were recovered by Leo (T.C.K.). By coding, editing textures, and animating models, that old content was converted to Unreal and gave the Skaarj a fresh set of weapons and enemies alike.

Skaarj Hunters

Usable content also came in the form of models (both old and final) extracted from Unreal 2 thanks to VendorX's Golem extracting program. Now the pack had a full roster of enemies that fit in the Unreal universe, merging the old with the new.

Izarians

While I was working on the weapons and enemies, The Fifth Vortex by Doublez-Down and Teridax was released. The pack was great and had a lot of enjoyable moments. Teridax started working on Resurgence's maps shortly after and made progress quite quickly, working on the introduction, flyby, and first playable map.

Skaarj Temple Exterior
Skaarj Temple Interior
Turn around

The first playable map ended up taking a lot of Teridax's time, as it went through a lot of revisions before he was satisfied.

Resurgence: promotional shot

This is an early version of Staging Area 26-E, the earliest promotional image for Resurgence.


Staging Platform

And this is the map in a later version.

Even with a few maps being finished, there were still many more to go before the pack would be completed. Because of this, Teridax decided to split the pack into two parts. At this point, Doublez-Down and Tronovision joined the team, which made it much easier for the pack to progress. Both talented mappers were able to give the Skaarj Hunters distinct environments that stayed true to the spirit of Unreal.

Skaarj Temple - Entrance

Doublez-Down's style proved to be perfect for the temple of the Skaarj Hunters.

Rizar Mines

Tronovision similarly made great use of the mine theme.

With the first playable map, flyby, and intro maps complete, Teridax started working on the second playable map. He made changes to the village section after getting feedback on his screenshots.

A Nali Village
A Nali Village (Updated)
Hailatha Village (updated)

Teridax adds detail with every new revision.

SteadZ has only recently joined the team, but he has already made good progress on map five, which comes after Doublez-Down's map.

Skaarj Temple - Exit

SteadZ's elegant beginning of map five fits wonderfully with the previous temple by Doublez-Down.

We still have quite a lot of work ahead of us before we release the first part of Resurgence (let alone the second part), but I have every confidence that we will be able to release a great new map pack that does something new without losing the spirit of that great game from 1998.

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Post comment Comments  (0 - 10 of 32)
Terra1993
Terra1993 Jul 5 2015, 4:00pm says:

Mother of god... amaizing man...

+1 vote     reply to comment
Xyus
Xyus May 2 2015, 5:19am says:

Finally update, interesting, what maps is need to be finished to be released?

+1 vote     reply to comment
Alcapowned Creator
Alcapowned May 2 2015, 3:19pm replied:

Maps 2B, 3, 5, 6, and the extro.

+2 votes   reply to comment
Xyus
Xyus May 11 2015, 4:04pm replied:

I want suggest one small feature, can you "ideally" center all already existing non-centered unreal weapons like stinger when player select centered weapons in options? Because these weapons moved a bit righter on center mode and this don't match ideal centered guns like eightball and these new weapons, and I saw in one Unreal Alpha screenshot of centered Stinger it looks very cool.

+1 vote     reply to comment
Alcapowned Creator
Alcapowned May 19 2015, 1:46pm replied:

Yeah, I can do that. Do you have a link to that screenshot so I can use it as a reference?

+1 vote   reply to comment
Xyus
Xyus May 21 2015, 11:27am replied:

About reference, here screenshots from alpha: All-unreal.ru and All-unreal.ru

+2 votes     reply to comment
Alcapowned Creator
Alcapowned May 26 2015, 5:12pm replied:

Thanks. I've implemented that for the stinger. I'm not sure if I'll do the same for the others, since the stinger is a custom class and the mappers have already placed it.

+1 vote   reply to comment
Xyus
Xyus May 29 2015, 9:07am replied:

I watched again video of weapons, and has small suggestion for impaler, maybe its "too perfect", when you run weapon model has bob, that emit run animation, but beam fires from center, it will be cool of you can make beam follow weapon position when player in move.

+1 vote     reply to comment
Alcapowned Creator
Alcapowned May 29 2015, 1:29pm replied:

That one bothered me, too. I don't think it would be possible to fix. It would probably need the skeletal animation/attachment features that UT2004 has, and neither 227 or UT have them.

+1 vote   reply to comment
Xyus
Xyus Jun 1 2015, 2:31pm replied:

View bob if I don't mistake made by code, through moving model slightly right-left, not by animation in model, maybe you can try make view bob move not only weapon model itself, and position for beam start effect or just fire position too? Also cool what you replace biorifle with warlord cannon, I never liked that gun in whole unreal series.

+1 vote     reply to comment
Alcapowned Creator
Alcapowned Jun 6 2015, 11:59pm replied:

I'm not sure if the view bob is native or not, but even then, something like that is probably way beyond my abilities. Making the beam's location change based on the player's view bob would be a nightmare for online play, too. I can look into it, but don't expect anything.

+1 vote   reply to comment
Xyus
Xyus May 29 2015, 8:47am replied:

Interesting how many old weapons has unmodified code, and what weapon will be replaced by warlord cannon?

+1 vote     reply to comment
Alcapowned Creator
Alcapowned May 29 2015, 1:30pm replied:

That's a slot 8 weapon, it replaces the biorifle.

+1 vote   reply to comment
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