Another really astonishing work project made by 1 guy only, Andrew Svanberg Hamilton 😀 Enjoy!
Author: Stevelois
DM-Cruel post # 2
Dev is going veeeeeeeeeeeeeeeeeeeeeeeeeeeeeery slowly… but still, it is progressing 🙂
It’s hard to mesh the map with those assets. They look awesome but man, it’s hard!
Anyway, I post this pic just to give an idea of the actual look. Note that I added a skylight but for a reason I can’t explain it isn’t active?! I never saw that in any of my previous maps.
Crosshair Pack by GameUI
Unreal Engine 5 Revealed! ! !
Mind blowing demo! I’m completely amazed of UE5 power 😀
Materia Orbs – FFVII Fanart by Ryan Smith
Discovered this UE4 short but well animated scene made by Ryan Smith. His materials / VFX are looking simply FAN-TAS-TIC! 😀
DM-Cruel post # 1
Dev is going slowly…
I honestly found it very hard to mesh the map base on the Modular SciFi Season 2 Starter Bundle.
When you look at the demo maps, everything is looking awesome because all of the assets are a part of the scene and all fit together. Therefore, when building a UT4 map, you just simply can’t reproduce a cool scene in the demo map in UT4, it would be way to easy. You must use of A LOT of imagination & mapping skill to create a map that look awesome without looking to boring & repetitive. Many meshes are made to use in a certain way and using them in another way doesn’t work at all. So I’m very limited in the way of using the meshes. For example, I have access to 158 meshes in all but can use only around 5 for walls, 4 for floor and ceiling. All the remaining are for deco.
Anyway, I’m doing my best to build a remarkable level. Meanwhile, you get a pic of the layout and 2 on mostly finished areas 🙂
My next map, DM-Cruel
This will be my new map for UT4 which I called DM-Cruel.
I’m using completely new assets from the Modular SciFi Season 2 Starter Bundle. Again, I had to redo everything from scratch so I could use them in the UT Editor. I have now 158 meshes to play with 😀
And like DM-Chroma, DM-Chroma FPS and DM-Coda, it is a new map, not a remake.
As for the layout, I inspire myself from one of my favorite UT2003/UT2004 map called DM-1on1-Crash made by Paul Fahss 🙂 The map was part of Epic UT2003 bonus pack. A remake attempt as already been made by jonzie23 on Epic forums a long time ago but as been abandoned. For the records, here is his DM-Crash (Remaster).
Now, a FlyBy of the original map 😀
DM-Coda, final release!
The final version of DM-Coda is here 😀
This is what as been done for the final version :
- Added more decals. Also, they are visible only in High and Epic mode.
- Added Redeemer. Grab it by doing a WallJump or WallRun. It add lot’s of fun!
- Added rocks above the roof windows in the Invisibility sector.
- Changed ingame preview pic.
- Changed music track.
- Manually set culling on a huge amount of static meshes all across the map to obtain more performances by reducing draw calls. That was a very, very long process since the map have 5 410 static meshes.
- Map size dropped from 601 MB to 250 MB!!! Imagine, a 351 MB reduction 😮 I obtained that magic size by adjusting all textures LOD Bias. The map use roughly 400 textures! After many tweaking, they’re mostly appear in 1024 x 1024 quality ingame instead of 2K / 4K with a very minor visual quality loss. THX to MoxNix suggestion, I wasn’t aware of that setting and it made a drastic difference for map size while maintaining a excellent visual quality if set right 😀
- Remeshed the Rocket Launcher windows. I wasn’t 100% satisfied from R1.
- Performed a full lighting build, production level quality.
- Tweak post process volume to get nice occlusion from far rocks and subtle grain effect all across the map.


