In my attempt to update my previous levels, the most important is about DM-Delta. The list of enhancements is rather extensive this time. I didn’t touch the meshing at all. I’ve put my time elsewhere. This is what as been done for this release :
- Add blocking volumes on the dual pipe lines in front of the Keg (the pipes who enter into the rocks) and change static meshes collisions. Bots can now stand on those pipes which add some gameplay improvements.
- Fix many spots where reflection was wrong.
- Fix stretched static meshes.
- Fix weird shadows on all lifts.
- Made a custom BP Jumpad kitbashing the stock assets. The most complicated to do was the jump square emitter. Square are harder to do since the proper textures or material function are not easy to do or find.
- Many material changes (adjusting emissive, roughness, metallic values, etc.). That as fix the lights like neon’s and lot’s of others from flashing.
- Remove the decals under all armor, health and powerup.
- Remove the weapon base static meshes.
- Replace some decals with more appropriate one and add others.
- Tweak and add many blocking volumes all around the level. This as contribute a lot to AI afterward.
- Tweak the lift near the Bio so you have more speed when doing lift jumping. Previous value was 0.6 and now it’s 0.55. It give more “flying” opportunities.
- Tweak materials dithering for certain rocks so they blend better with their surrounding.
- Tweak most light actors (directional light, point lights, spot lights & skylight values).
- Tweak navigation volume values. The preview play area is way more accurate now.
- Tweak player starts.
- Tweak Post Process.
- Tweak the sky (clouds, colors, sun intensity, etc.).
- Rebuild lighting, production quality.
- Remade level preview pic.
- Made other things.
DM-Delta was my first level for UT4 released in 2017 and I think it was time to fix a bunch of things from the previous 1.3 version. It’s my only level that use 100% Liandri assets and few TitanPass assets. Enjoy.