DM maps

DM-Dakylian, 1.2 available

I thought I was done with my previous levels updates but I forgot DM-Dakylian in the bunch… I’ve finally made many enhancements. Go at the map page to download it.

DM-Aryth, 1.2 available

Been I while I had some things in mind to enhance my previous levels. For now, I’m done, so the last level I’ve made some updates is DM-Aryth. Go at the map page to download it. The main changes are :

  • Added decals for lifts and specific spots where slope dodge is doable.
  • Made a unique JumpPad to replace the stock one.
  • Remade preview pic.
  • Remove the stock decals under all medium health and armors.
  • Remove the stock static mesh under all powerups and weapons.
  • Tweak AI volume. New settings provide big improvements. Bots now cross the tight corridors between the Link and Bio and Flak. Also the wider corridor between the Link and RL.
  • Tweak Damage volume (when falling from Belt / Keg area).
  • Tweak Post Process.
  • Rebuild lighting, production quality.

Enjoy the update 😀

DM-Oblevia, part 2 post # 2, your opinion is needed

Dev of Oblevia, part 2 is going slowly, but at least I’m progressing. I’m playing around with lighting and Post Process settings and I need your opinion about colors saturation 🙂

I took pics and I need to know which of those pics you like the most. Pic 1, 2 or 3 :

1. Saturation = none

2. Saturation = 0.8

3. Saturation = 0.6

No saturation is what is the closest to UT99 colors was but I’m not sure for UT4… The original is also extremely bright, which I don’t intent to reproduce. I’m looking for way more contrast.

Your opinion is important, so plz, don’t hesitate to share it so I can make a better looking level 😀

DM-Aly, 1.3 available

I’ve made few updates to DM-Aly. Grab the latest versions at my map page.

There are few reasons why I made an update. Some little things bugged me and there are others I wanted to address. Those are the main enhancements for this 1.3 version :

  • Fix AI not covering the ground level well. Per example, bots didn’t use the door in front of the Belt at the ground level to pickup the KEG, they was always going by the other entrance under the Flak.
  • Made a unique JumpPad to replace the stock one.
  • Pass trough all blocking volume (added many et tweak others) so the play area is more accurate and cleaner.
  • Remove the stock decals under all medium health and armors.
  • Remove the stock static mesh under all weapons.
  • Tweak fog.
  • Tweak many static mesh collisions and also LODs.
  • Tweak Post Process volume. It look even better than before! Level look brighter, more detailed, sharper 😀
  • Tweak the sun.
  • Rebuild lighting, production quality.

You can clearly see the difference between the previous 1.2 version and the new 1.3 version 🙂

I’ve decided to include all stock meshes, materials, material instances, material functions and textures into the map. So the uncooked map is 2.5 GB. Therefore after many optimization and tweaks, the cooked file is 606 MB instead of 417 MB from the previous version which only contains custom stuff. I know, it’s bigger… but I made that since I don’t know what will happen to UT4 assets with the upcoming UE5 release in 2022. I don’t want to take any chance of ending with an unplayable level after all the time I invest in it because Epic decided to modify or remove UT4 content to a possible UT5 alpha game release. At least, if they decide to remove UT4 editor, who knows, the level will stay fully functional 🙂

DM-Oblevia, part 2 post # 1

Meshing on Oblevia, part 2 is going good BUT slowly.

The scale is the same as the original. A tad bigger in some areas so we have more space to dodge, slide, etc. which is for the better 🙂

The biggest challenge for this remake is that the original use a grounded, industrial theme and mine is a space one, therefore, the story as been adjusted accordingly. Meshing the level to make you feel you’re in space is not obvious! Furthermore, I want this space station to feel alive so proper ambient mechanical sounds are crucial as well as moving parts in some spots.

For the dev, this post is about showing the meshing progression. The main area is the ‘pillar’ one with the minigun and UDamage. Here, you get different POV and while it doesn’t seem like, the layout and size of all areas are the same as the original. All pickups are located at the same spots, even the original spawn actor (playerstart) are at the same location.

Here is the Link area. I replace the BSP crates with meshes obviously BUT I made sure the used space and size are the same. I took the opportunity to place the crates in a way you have an opening on the other side of the crates to provide precise attacks.

In this corridor connecting with the minigun and RL, I made it non symmetrical for a change.

The RL area, notice the positioning of the crates 🙂

The area that as the most changes, geometry speaking is the Sniper area. Instead of having multiple small pillars across the corridor, I made 2 big one instead. That way, players can wall dodge and/or wall run and/or take cover behind the pillars which are made from several meshes.

Here is the small room near the Sniper where you collect small pickups. It might seem like an insignificant room but it add lots of cool gameplay. I need to learn how to make doors open / close automatically when getting closer to them.

I really like it in lighting mode 🙂

From this POV, you can clearly see the computer panels that control the monitor screen.

Again, in lighting mode.

My real challenge was to NOT over meshed the small room because I have plenty of really nice computer assets I can use to make awesome control panels 😀

I wanted to use a combination of various lights colors in this specific room (green + purple + red). It took me several lighting builds to reach a good balance.

I still have lot’s to do, new things to learn. I’m playing the map a lot. I really enjoy it, even more than I thought. You will have it too, someday.

Journey to Oblevia, post # 2

My readers are already aware of my new Journey to Oblevia project which consist of remaking some of my UT99 all time favorites levels to UT4 with current gen sounds and visuals 🙂

Since Part 1 final release (DM-Oblivion remake), I started working on Part 2 (DM-Stalwart XL remake). The new ‘SciFi Props Pack‘ that I specially bought to make this new series of levels have plenty of assets. Therefore, it miss a bit of deco assets. Last week, I also bought the ‘SciFi Populate Pack‘, coming from the same author. Those assets are for populating interiors, rooms, halls and more. In total, both pack cost me more than 100$. The best in that? You’ll be able to play those maps freely, lucky you.

Still, the pack isn’t compatible with UT4 editor (surprise, surprise…) 😦 On the marketplace, the pack compatibility is for 4.15 to 4.26, BUT in reality the minimum is 4.15.3. Since UT4 editor is 4.15.0, assets don’t work directly if putting then under the content directory. So I contacted the author about that but he couldn’t do nothing about it. Then, I contacted Epic to tell them to adjust the minimum requirements on the marketplace because it is useless with 4.15.0. What is bugging me is the pack as plenty of Blueprint and skeletal assets, and this, I can’t reproduce them in UT4 😦 About textures, materials and SM, it’s really easy so I started to slowly import and redo all that in UT4.

Both packs use 1k quality textures (I usually use more 2k textures), which is rather low quality but still, with added details normal maps, good lighting and PostProcess, the levels are still looking great 😀

DM-Oblevia, part 1, final!

I’m please to release the final version of DM-Oblevia, Part 1 😀

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

  • Added ambient sounds like computer, engine, fan, etc.
  • Added 2 small ships escorting the main ship. Animation is very basic but it still add a little touch.
  • Added preview screen.
  • Added text decals to fit the story (B30, chambers and few numbers).
  • Added VFX (smoke and steam).
  • Finished lighting (production quality).
  • Fixed little bugs and small forgotten things.
  • Made the readme.

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

DM-Oblevia, part 1, RC1 ready!

Meshing, music, collisions and blocking volumes are finished on Part 1 😀

I might add some few pipes in the corridors for the final. The biggest challenge I had was to mesh the level in the way it look and feel you’re inside a space ship!

For lighting, it’s the first time I use purple. I think it fits well. But I must say I had a hard time to figure out the lighting scheme. I like the actual lighting but it still a WIP. For the final version, this is my to-do-list (in no particular order) :

  • Add preview screen.
  • Add sounds (computer, engine, fan, etc.).
  • Add VFX (smoke, steam).
  • Add text decals (like B30, chambers, etc.).
  • Add local fog (fog in the spaceship only). I’m looking for a tutorial for that!
  • Finish lighting.
  • Fix bug if any (it depend on players feedback…).
  • Make the readme.

I’m happy to share this version with you all. Now you’ll have a better taste of what I had in mind since the beginning 🙂