DM maps

DM-FutureMine, available!

After 3 months of hard work, I’m please to release the RC1 version of DM-FutureMine 😀

I’m releasing this version for “bugs hunting” and your pickup suggestions, if you have some 😉 To follow and participate to the level development, register on Mega. It takes 2 mins to register and it’s completely free 🙂

I’m also aware of some issues regarding bots. I did everything possible to fix them without success 😦 What I’m already aware is :

  1. Bots don’t use the lift near the Shock Rifle to go up to the Sniper Rifle.
  2. Sometimes, bots get stuck on the various stairs across the level, while other times, they don’t, passing on the same stairs! Same at the junction of the 3 long pipes above the Shock Rifle, even if other times, they travel without any issues.
  3. When the lift near the Flak reach the upper level, bots inside the lift, stay in the lift or face the wall behind the lift instead of going out of it and sometimes they exit as they should.

All my UT4 levels updated

Hello all 😀

I made a small change to all my levels which is the removal of the prefix in the level title you see ingame. I removed “CTF-” or “DM-” so the name will only be the level name now, like Epic levels. You can download them all on UTCC and my Google Drive as always 🙂

PS, furthermore, the hashes codes are part of the first section in all the levels page. I always add it before uploading the level to UTCC.

DM-Aryth, 1.3 available

I’ve made some Post Process tweaks in DM-Aryth. Go at the map page to download it.

Enjoy the update 😀

DM-FutureMine, post # 2

This is a live demo which start with me fooling around and after a match against 5 skilled bots, recorded “on the go” just for fun to give players an idea of where I’m going with DM-FutureMine 🙂

Some areas are still in BSP with the default checkerboard material since I didn’t mesh those areas yet. Lighting, deco, etc., are all WIP ofc. The higher part of the level isn’t done neither, it is really rough. There will be rocks in the openings, maybe pipes, don’t know yet…

I play the game because I love it, but I’m not a good player at all as you can see but I don’t care LOL 😮 😀

DM-FutureMine, post # 1

2 months of hard work has been done now on DM-FutureMine 😮

I’ve made good progress and those are the areas I consider to be finished 🙂 The pack I imported in UT4 is this one. To follow my development, register on Mega (takes 2 mins to register and it’s free) to be involved in the discussion 😀

DM-Oblevia, part 2, updated

I made small changes to DM-Oblevia, Part 2 and updated to 1.1. This is what as been done :

  • Fix some overlapping meshes on the Link Gun ceiling. Only could be seen by looking at the ceiling windows.
  • Tweak ambient lighting.
  • Tweak Post Process.
  • Remove the Redeemer and UDamage announcer.
  • Update the readme.

DM-Valas, updated

Made minors updates to DM-Valas 🙂

In case you didn’t notice, since few previous released levels, all of my levels are advertise only to my website. I suggest you subscribe to get always the latest information 😉

In the past, I advertise them on Epic forums and Discord. Epic forums is a thing of the past and Discord, what can I say… admins share only their friends levels and their own for those who still make some, it’s rather a very limited attitude tbh so players are playing only a tiny bunch of levels and aren’t aware of others works 😦

The updates are :

  • Enhance ambient lighting.
  • Fix the camera preview where before starting a match, players see the hidden floor below the Link Gun room.
  • Update the readme.

DM-FonDuality, updated

DM-FonDuality and the readme as been updated to 1.1.

Look like the blocking volume (BV) that cover the ceiling of the level as been deleted before the cook, my bad 😦 So, a player could walk on the top of the level and kill with ease with the Sniper Rifle, that opportunity is a major exploit 😉

Instead of putting a big single blocking volume that cover all the top of the level, which is the easiest and fastest way of fixing that issue, I’ve added multiple bv’s, so when players are jumping very high above the Link and Flak areas using a mutator, they’ll have more headroom. Of course, it apply only on the wide opening above those weapons showed in the post image.

Have fun! 😀