DM maps

DM-Fondation, my next level

After the release of DM-Dystopia. I started this new level.

As mentioned in my previous made post published in November, What’s next Stevie?, for those who did read the post but didn’t care about commenting it, briefly, I’ve said that I’ve bought several sci-fi packs and it cost me more than 200$.

I import all assets in UT4 editor but there is a bunch of problematic SM which some faces are flickering? Since I didn’t have any error while importing them, I have no idea what is the cause of this odd behavior, so I had to leave them aside. Damn frustrating when you pay for something and can’t even use it 😦

To start with, I inspired myself on another UT3 classic level, DM-Acquisition which received praise at the time made by ‘Slainchild’ or Ben ‘Scinbed’ Edney, author of DM-Backspace. Instead of importing the map by using a map scaler, I did play a lot the original, counting how long it take to travel from point “A” to point “B” by running, dodging, jumping and going back and forth many times. That mean the UT4 scale is 100% like the original.

There was little things I enhance like the liftjumps. In the original, bots didn’t make them at all. I’ve report that issue in the beta phase at the time but ‘Slainchild’ didn’t or couldn’t fix it in the final. Now, even low level bots use liftjumps 😀 I also add a bit more health so it’s more accurate to UT4 health system.

The post pic is the Shock Rifle room. Lighting is basic (there is few static point lights), shadows are dull and flat, the meshing is the bare minimum, post process isn’t activated neither. Eventually, the level will look up to my standard, as for now, it’s just to provide a basic look & feel of the level 🙂

I might start another series with those assets like I did with the Journey to Oblevia project, I don’t know yet.

DM-Akar and DM-Akar CE available!

There is now 2 versions of the level. DM-Akar with little modifications and DM-Akar CE (Competitive Edition) which as more modifications. So this is what as been made for both levels.

Regular version :

  • Switched Bio Rifle and Link Gun.
  • Removed the Enforcer and replace it with the UDamage.
  • Added 1 x 25 health near the second Rocket Launcher.
  • Added 1 x 25 health near the Link Gun.
  • Added few barrels between the new Bio location and the central lift, to break some LOS.
  • Added few barrels near Sniper Rifle again to breake the LOS coming from the stairs and the UDamage entrance.
  • Made a “ramp” near the Singer to get quickly on the Link Gun floor. Players can use it as a shortcut. Added some lights to that new ramp to clearly see the player.
  • Made some ammo adjustments to reflect the new weapon base configuration.
  • Open up the space above the central main lift so there is more freedom while lift jumping.
  • Rebuild lighting (production quality).
  • Remade preview screen.

Competitive Edition :

  • Switched Rocket Launcher & Shock Rifle.
  • Removed Lighting Gun, move the central Link Gun there.
  • Moved the Bio Rifle where the central Link Gun was.
  • Added another Link Gun where the previous Bio Rifle was. So the level as now 2 Link Guns. It sound weird but playing the map, it feels good.
  • Removed the Enforcer and replace it with the UDamage.
  • Added 1 x 25 health near the second Link Gun.
  • Added 1 x 25 health near the Shock Rifle.
  • Moved the 3 vials under the Sniper Rifle closer to the second lift exit.
  • Moved the 3 vials near the water drain in a corner of the Shock Rifle floor in R1. In this version,  I move them a tad farther the concrete column.
  • Add few barrels between the new Bio location and the central lift, to break some LOS.
  • Add few barrels near Sniper Rifle again to breake the LOS coming from the stairs and the UDamage entrance.
  • In R1, you could climb the concrete pillars and barrels near the Singer to get quickly on the Link Gun floor. In this version, I’ve made a ramp because I didn’t like the previous mesh work. Now, it’s obviously a ramp. It’s a little less wide than before and it is intended. Players can use it as a shortcut. Added some lights to that new ramp to clearly see the player.
  • Made some ammo adjustments to reflect the new weapon base configuration.
  • Open up the space above the central lift so there is more freedom while lift jumping.
  • Rebuild lighting (production quality).
  • Remade preview screen.

Grab both levels on their page, enjoy the modifications and let me know what you think 🙂

DM-Akar CE R1 available!

I’ve been approached to make some changes to DM-Akar for competitive matches. So, I present you the modified version for the competitive players, the Competitive Edition, aka CE. Here is what as been made for this version :

  • Switched Rocket Launcher & Shock Rifle.
  • Removed Lighting Gun, move the central Link Gun there.
  • Moved the Bio Rifle where the central Link Gun was.
  • Added another Link Gun where the previous Bio Rifle was. So the map as now 2 Link Guns.
  • Removed the Enforcer and replace it with the UDamage.
  • Added 1 x 25 health near the second Link Gun.
  • Added 1 x 25 health near the Shock Rifle.
  • Move the 3 vials under the Sniper Rifle closer to the second lift exit.
  • Move the 3 vials near the water drain in a corner of the Shock Rifle floor.
  • Add few barrels between the new Bio location and the central lift, to break some LOS.
  • Add few barrels near Sniper Rifle again to breake the LOS coming from the stairs and the UDamage entrance.
  • Make a “ramp” out of concrete pillars and barrels near the Singer to get quickly on the Link Gun floor.
  • Made some ammo adjustments to reflect the new weapon base configuration.

I’ll make a new page for this CE version when it will reach final. With new screenshots, etc. Meanwhile, grab the level on UTCC, enjoy the modifications and let me know what you think in this post plz because it’s the only place where I’ll collect feedback 😀

DM-Dystopia released

For those who have plenty of drive space and want to play a great looking and very enjoyable level, I present you my latest one called DM-Dystopia 😀 Head over the map page to learn all about it and for the download link 🙂

DM-Dystopia, new level

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 😉