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