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

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.

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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.

Resurgence: An Overview of a Work in Progress

Resurgence: An Overview of a Work in Progress

News 5 comments

An overview of the beginnings of Unreal: Resurgence and the progress our team has made so far.

Unreal: Resurgence - Progress Report

Unreal: Resurgence - Progress Report

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Development of Unreal: Resurgence Part 1 is going well, with 5 out of 10 finished maps and more maps coming closer and closer to completion. An overall...

Comments  (0 - 10 of 37)
XenophobicSkaarj
XenophobicSkaarj

Looks very promising! Using modified alpha weapons is a nice touch and I can't wait to try them out on new monsters! More custom stuff to my collection xD

But I have to ask: will it run on a non-gold Unreal 227 copy?

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phobosvoid
phobosvoid

damn dude dont take too long for finish this mod i love unreal gold and i eager to see these new maps and weapons :) keep the good work youre doing nice

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Alcapowned Creator
Alcapowned

Thanks! We're still working at it, we just haven't posted any updates in a while.

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njmjanik
njmjanik

Will be there a beta version?

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Alcapowned Creator
Alcapowned

Internally, yes, but there will be no open beta or demo unless something changes.

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Terra1993
Terra1993

Mother of god... amaizing man...

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Xyus
Xyus

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

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Alcapowned Creator
Alcapowned

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

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Xyus
Xyus

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.

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Alcapowned Creator
Alcapowned

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

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Xyus
Xyus

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

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Alcapowned Creator
Alcapowned

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.

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Xyus
Xyus

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.

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Alcapowned Creator
Alcapowned

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.

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Xyus
Xyus

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.

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Alcapowned Creator
Alcapowned

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.

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Xyus
Xyus

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

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Alcapowned Creator
Alcapowned

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

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