Mountain house by Caner Ercan

Mountain house is a Archviz made using UE5 by Caner Ercan 😀

Extraction, a psychedelic watercolor dream by Till Nowak

Very interesting concept and nicely made animation by Till Nowak 😀

DM-Akar and DM-Akar CE available!

There is now 2 versions of the level. DM-Akar with little modifications and DM-Akar CE (Competitive Edition) which as more modifications. So this is what as been made for both levels.

Regular version :

  • Switched Bio Rifle and Link Gun.
  • Removed the Enforcer and replace it with the UDamage.
  • Added 1 x 25 health near the second Rocket Launcher.
  • Added 1 x 25 health near the Link Gun.
  • Added few barrels between the new Bio location and the central lift, to break some LOS.
  • Added few barrels near Sniper Rifle again to breake the LOS coming from the stairs and the UDamage entrance.
  • Made a “ramp” near the Singer to get quickly on the Link Gun floor. Players can use it as a shortcut. Added some lights to that new ramp to clearly see the player.
  • Made some ammo adjustments to reflect the new weapon base configuration.
  • Open up the space above the central main lift so there is more freedom while lift jumping.
  • Rebuild lighting (production quality).
  • Remade preview screen.

Competitive Edition :

  • Switched Rocket Launcher & Shock Rifle.
  • Removed Lighting Gun, move the central Link Gun there.
  • Moved the Bio Rifle where the central Link Gun was.
  • Added another Link Gun where the previous Bio Rifle was. So the level as now 2 Link Guns. It sound weird but playing the map, it feels good.
  • Removed the Enforcer and replace it with the UDamage.
  • Added 1 x 25 health near the second Link Gun.
  • Added 1 x 25 health near the Shock Rifle.
  • Moved the 3 vials under the Sniper Rifle closer to the second lift exit.
  • Moved the 3 vials near the water drain in a corner of the Shock Rifle floor in R1. In this version,  I move them a tad farther the concrete column.
  • Add few barrels between the new Bio location and the central lift, to break some LOS.
  • Add few barrels near Sniper Rifle again to breake the LOS coming from the stairs and the UDamage entrance.
  • In R1, you could climb the concrete pillars and barrels near the Singer to get quickly on the Link Gun floor. In this version, I’ve made a ramp because I didn’t like the previous mesh work. Now, it’s obviously a ramp. It’s a little less wide than before and it is intended. Players can use it as a shortcut. Added some lights to that new ramp to clearly see the player.
  • Made some ammo adjustments to reflect the new weapon base configuration.
  • Open up the space above the central lift so there is more freedom while lift jumping.
  • Rebuild lighting (production quality).
  • Remade preview screen.

Grab both levels on their page, enjoy the modifications and let me know what you think 🙂

Faust for vyrus by Guido Ponzini

Faust for vyrus is a real-time short made by Guido Ponzini. Again, a very nice animated concept using UE5 😀

The eye : Calanthek by Aaron Sims Creative

I present you The eye : Calanthek made by Aaron Sims Creative. Rendered in real-time in UE5. Simply a mind blowing short 😀

Wendelstein 7-X fusion device by tecXplain

Wendelstein 7-X fusion device by tecXplain 🙂 This is so well done, very interesting too. I had the impression of watching a documentary of something very hi tech and unusual. Awesome presentation 😀

DM-Akar CE R1 available!

I’ve been approached to make some changes to DM-Akar for competitive matches. So, I present you the modified version for the competitive players, the Competitive Edition, aka CE. Here is what as been made for this version :

  • Switched Rocket Launcher & Shock Rifle.
  • Removed Lighting Gun, move the central Link Gun there.
  • Moved the Bio Rifle where the central Link Gun was.
  • Added another Link Gun where the previous Bio Rifle was. So the map as now 2 Link Guns.
  • Removed the Enforcer and replace it with the UDamage.
  • Added 1 x 25 health near the second Link Gun.
  • Added 1 x 25 health near the Shock Rifle.
  • Move the 3 vials under the Sniper Rifle closer to the second lift exit.
  • Move the 3 vials near the water drain in a corner of the Shock Rifle floor.
  • Add few barrels between the new Bio location and the central lift, to break some LOS.
  • Add few barrels near Sniper Rifle again to breake the LOS coming from the stairs and the UDamage entrance.
  • Make a “ramp” out of concrete pillars and barrels near the Singer to get quickly on the Link Gun floor.
  • Made some ammo adjustments to reflect the new weapon base configuration.

I’ll make a new page for this CE version when it will reach final. With new screenshots, etc. Meanwhile, grab the level on UTCC, enjoy the modifications and let me know what you think in this post plz because it’s the only place where I’ll collect feedback 😀

What’s next Stevie?

Today, I’ve bought several sci-fi packs. There is actually a good discount for the packs that I was interested from a VERY long time so with the November cost reduction, I could buy few packs 😀 It cost me more than 200$ CA! Therefore, I’ll have awesome sci-fi assets to play with for creating new levels 🙂

Now, I must import all that to UT4… and as always, it will be a very long process, longer than anything I’ve imported before because I bought 4 packs which individually have A LOT of assets. Anyway, it’s not like I’m in the hurry lol 😉