Author: Stevelois

Unreal and Unreal Tournament are my all time top PC games. My website is dedicated to all HQ stuff related to the Unreal / UT world.

Project CANTON by Dyna 4 Studio

Dyna 4 Studio made this excellent archviz call Project CANTON 😀

I really like the happiness of the child POV / sounds in the montage, very well made!

Cool to see the band playing in the TV too, a very nice touch (for those who appreciate the details in a project…). The switch to day / night is also cool + the music track add a sort of nice groove instead of the traditional classic / piano music.

Neon Sins by Indrajeet Sisodiya

This is Indrajeet Sisodiya entry to the Kitbash3D Neon Nights contest 😀 Amazing work!

The shrine of the lost children by Vincent Letang

This is Vincent Letang first environment on UE4 😀 Small, short & lovely 🙂

DM-Valas final Release!

Most of the time, I release my maps a friday so it start well the weekend. But anyway, saturday is another good day too for sharing new content 😀

There is no point of waiting more for feedback. I’m satisfied with the current map state. So I’ve decided to publish the final. For the final version of DM-Valas, many changes has been made. Head over the map page to download it.

Gameplay :

  • Add a platform in the Link room and put the armor vest there. Remade the BV’s so you can stand on the platform & go very close to the windows, like the other 2 big windows to enjoy the scenery.
  • Fix a collision issue where you can get stuck between the top of the opened doors and curved ceiling near the Sniper.
  • Made many pickups (weapons, ammo & armor) changes.
  • Made some changes to a bunch of playerstart.
  • Redone all doors bottom BV’s with individual modification if applicable. The previous BV’s was more accurate to meshes geometry but could slow down players a bit. The new one are less accurate but provide more fluidity.
  • Remove the 50 armor.
  • Set culling values on more meshes to gain more performances. That mean roughly 95% of actors have individual culling values to obtain the maximum performance possible.

Visuals & varia :

  • Add ambient sounds.
  • Corrected some spelling errors in the map story.
  • Create an organic scene for outside the map so you have a nice scenery looking at the big windows. It is not a reachable area and is perfect for distract players while they look at the scene, you can blow them to pieces in the meantime lol.
  • Enhance the decals in the ‘C’ sector, the room between the Rocket and Link, where you have health and ammo.
  • Made many material / texture / reflection box & sphere adjustments.
  • Made some subtle meshing here and there & aligned few meshes correctly.
  • Perform few full lighting build (production quality).
  • Redone the ingame preview pic.

Note: the final map is bigger because it’s prettier than before. More materials, more textures, more effects make a level bigger, simple as that. But, I’ve made all I could to make it smaller. The initial size was more than 640 MB before my optimizations.

Also note that this is my last final map for UT4 release on Discord and Epic forums. From now on, if you want my stuff come to my place, my blog. I suggest you subscribe to my blog to get always the latest information.

Let me know what you think in this post, or better, at my  DM-Valas page and add your like to it 😉 THX for your support, it mean a lot to me 🙂

Credits :

Achernar, Barsam2, ÐutchSmºke, Florin Biziitu, MoxNix, Shaddycat for their constructive feedback 😀

DM-Valas, post # 6

Valas dev is almost done. I made many pickups changes to balance more the map 🙂

I’ve receive some suggestions on Unreal Carnage discord, suggestions that are more focused for competitive playing than casual gaming. Last week, I had the intention to satisfy the competitive crowd with a CE (Competitive Edition) version. Now, forget it. Why?

I’m kindly asking for feedback about item placement to satisfy the community, because for me, I have no interest to play that version, and on discord, only 2 players give me worthy suggestions while all the rest, zero constructive feedback 😦 To resume, they said remove this, remove that, remove this this & that that and even then, we MIGHT play it online but won’t be a serious map for competitive matches! Wow, this is so motivating, and push me even more to share my maps with the community… (I’m sarcastic).

To make it short, the map as been download ±15 times only, so, like DM-Thaq, little interest from the community, that is decieving, again. It would be stupid to release a map that will MAYBE be played by a bunch of players only. Not to mention that on Epic forums, I’ve received feedback only from my buddy ÐutchSmºke and Florin Biziitu at my blog, THX both 😀 A total of 5 players give me a worthy feedback so far!

So no, forget the CE, forget me on discord, forget me on Epic forums after the final. The only place I’ll post something is here, at my blog.

After Valas post # 5, I started the lighting of the exterior of the map, and now, I like it. Since you can’t go outside, the only purpose of this scene is to have a nice view and with the windows glass, you can’t really appreciate it. I might make another map with those assets after, I’ll see.

DM-Valas, post # 5

I’ve receive some good suggestions on Unreal Carnage discord, suggestions that are more focused for competitive playing than casual gaming. I’ve decide to release a CE version (Competitive Edition) after the final to make happy the competitive crowd 🙂 The only feedback I’ve receive from Epic forums as been from ÐutchSmºke, which I THX him a lot 😉

Meanwhile, I was having a hard time to dress up the scenery of this map, the outside view if you like. I had few ideas, I’ve tried many meshing style, like industrial or urban but couldn’t found something that I like. I choose a organic scenery instead. After many hours of work and many, many coffee lol, I built this scene :

I like it but isn’t finished yet. Therefore, the issue I have is the file size… which I did a bunch of trial / error to compress the textures the more I could without sacrificing the visuals. First builds was around 650 MB, and after many tweaks, the map still weight 470 MB 😦 I know, it’s big, you don’t need to tell me and I was hoping that it wouldn’t be that big. R1 weight 312 MB but the scenery is completely empty so it would be a bit bigger after some meshing in the end because I wouldn’t leave the scenery completely empty for a regular version. Still, for the CE version, I will leave it empty.

DM-Valas R1 Release!

I’m working on this level since few weeks now and I’m rather satisfied with the actual state. Gameplay is great and visuals are looking good 😀

Only thing left to do is to ‘dress up’ the outside of the map (which I have no idea what I’ll do yet) and maybe fix issues I didn’t saw and add stuff from the feedback you’ll give me… yeah you! Since the outside of the map isn’t related to gameplay and is only a cosmetic thing, it’s time to share the map with the 5 persons on the planet who play my maps. At least, that is my impression 😛

Head over DM-Valas page to get all the details and download link 🙂

Note, for all my maps I use Temporal AA since it offer the best visuals. Also, before you play it, know that I made all I could to optimise the map for max FPS. My average FPS is 100 playing in 1440 on Epic settings. I hope it run well for you!

Enjoy, happy w-e and let me know what you think 😉

The haunted mansion by Victor Perez

Halloween!! halloween!! The perfect time for creepy stuff and this is a awesome creepy scene! Really like the camera motion and the music is perfect 😀 Leave your comments at his Epic thread 🙂