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
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.
Though the project is still making progress, stability problems which would be extremely time consuming to fix without static meshes, have been found. In order to keep development going, we will be dropping support for Unreal Tournament and fully committing the project to Unreal 227. This will allow for more stable maps that can make full use of 227's many excellent features, and we won't have to worry about keeping cross-compatibility.
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