DM maps

DM-Dystopia, new map

Now that DM-Oblevia, Part 2 final as been released, I’m taking a break from Oblivia assets. Therefore, I want to work on something new. I have to admit that it’s level design addiction!!!

I like to challenge myself, so each time I start a new level, each level must use a different theme, lighting scheme, colors, music, sounds effects, etc. When I reuse some stuff, I change the materials properties so it doesn’t look or sound exactly the same.

I started this new level called DM-Dystopia. For this level, I use a combination of 2 different assets packs since they’re both awesome BUT very limited in term of assets to use. So, this level use the Polar sci-fi facility pack for the interior (ceiling, floor, pipes and wall), also the IVFX Production test pack for the exterior (sci-fi debris, cliff and rocks), and this awesome 350 sci-fi alpha decal pack to add interesting and unique sci-fi decals all over the place 😀

Therefore, there is a size issue… both assets pack use mostly 8K, 4K textures rez. No wonder why the demo scenes look so detailed and sharp, which is what I like in a level. For UT, I had to lower the quality of all textures to at least 2K to reduce the cooked file. Even then, the file was way to big 😦 So I had to cut more on quality again… reducing a big bunch of textures to 1K rez. Even with all this compression, the file remain to big for my taste and I’m loosing a noticeable visual quality overall. I did that reduction process for all my levels and I honestly hate cutting down so much on visuals just to be able to share my level by uploading it on UTCC or any similar host with size limit.

Beside, for me, the file size is irrelevant. Since my first level, I cut the quality so I can share it with you. I do that so you can play more interesting and unique levels than the game offers. But what’s the point working on HQ levels for months to get nothing in return from you? Showing your appreciation is the only thing I’m asking you. Even that seem to be to much to ask! In the end, more than 95% of the players don’t care to simply post a comment, add their like or share the level I’m releasing! I receive few or no comments at all when I release a WIP level and almost none when I release the final version and that all platform reunited 😦 Only a bunch of players give me feedback and truly appreciate my levels. Brief, I’m not sure I’ll share this new level, or any new level since most of you had let me down since years by not providing any kind of feedback. For the few who support me by posting positive and constructive comments, like the articles, you’ll recognize yourself and you are the only reason why I did share my past levels.

I’ll create a page for this level if I decide to share it. For now, the pics is to give an idea of the overall color scheme and meshing style I’ll go for. Very bold colors for a change and mostly cliff and rocks assets for the layout.

DM-Oblevia, part 2, final!

I’m please to release the final version of DM-Oblevia, Part 2 😀

For the final version, this is what as been done :

  • Improve lighting.
  • Tweak player starts (add some & move others closer to weapon base).
  • When the Redeemer and the UDamage are spawning, an announcer will indicate it. PS: sometime the announcer will say it more than 1 time, no idea why and I’m fine with it.
  • Made the readme.

Enjoy and for comment, plz leave it at my map page, THX 😉 🙂

DM-Oblevia, part 2, R1 ready!

After months of work, Part 2 is finally ready for everyone 😀

Meshing took me a long time. While it may look like a simple level overall, they are key areas where kitbashing is very complex. You might think that looking at a structure, it’s only 1 big static mesh but in fact, it is composed of many meshes.

This will be the only release before the final so for feedback, POST IT HERE PLZ 🙂

DM-Oblevia, part 2, R1 to be release this Friday

Mapping all weekend on Oblevia, part 2 made me accomplish huge progress. I was able to finish the meshing and get rid of all BSP 😀 I’m making the finishing touch’s and will release it this Friday, September third!

After working many months on this map, I’m pleased by the current result 🙂 Not only visually, but also by the gameplay, the audio and the performance aspect. The map as more than 8000 assets in it, all put manually, it’s huge. Therefore, I’ll share a first public release (R1) before releasing the final just in case there are stuff to enhance or fix 😉

DM-Oblevia, part 2 post # 3, progress

I’m in vacation since few weeks so I took a break from mapping. I restarted mapping yesterday. Oblevia, part 2 progress is going slowly but surely.

Just to give my readers an idea of how details are important, this plane is a good example. I took few hours to add several blocking volume that is way more closer to the mesh geometry so in case you translocate on the plane you won’t be 3 feet above it like it’s the case with the default collision 🙂

Plane geometry :

Plane default collision :

Plane with several blocking volume :

The actual layout state. I’m very proud that geometry is as the original 😀 Before releasing R1, the areas to finish are the Redeemer and the Shock.

Don’t loss faith, you’ll play it, someday.

DM-Delta, 1.4 available

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.

DM-Akar, 1.3 available

I’ve made many enhancements to DM-Akar. The list is long. The most apparent are :

  • Material changes (adjusting roughness, metallic values, etc.).
  • Remade the big smoke particle. There are 2 of them. First above the belt, the other above the mid building.
  • Remove the meshes that was put aside the level when making the lift kitbash.
  • Remove the stock static mesh under all armor & weapons base. Made a custom BP weapon base.
  • Tweak blocking volumes. Preview layout is really a lot more accurate!
  • Tweak BSP.
  • Tweak main lighting actors (directional light & skylight values)
  • Tweak most small light actors (point lights & spot lights values)
  • Tweak navigation volume values.
  • Tweak Post Process.
  • Tweak the sky (clouds, colors, sun intensity, etc.).
  • Rebuild lighting, production quality.

Grab the map, enjoy the enhancements and let me know what you think!

DM-Sarr, re-uploaded

Samir as reported me a problem with the DM-Sarr version available on UTCC. For a unknown reason, the downloaded file ash was not the same as the UTCC one? This situation is beyond my understanding because it make no sense. My conversation with Samir is in my map page.

Anyway, grab the map and for feedback, you can post here or at the map page 😉

Have fun! 😀