DM maps

DM-Coda, R1 release!

Release 1 of DM-Coda is here 😀 It will be the only release before the final.

Be warned, map size is big, 600 MB. Therefore, taking into account the huge amount of custom assets included into this level, it’s not surprising.

To give me your feedback, please, post your comments here, in this post. I won’t share it on the UT4 forums. I hope to read ya!

TY and have fun 🙂

DM-Coda R1, to be release soon

Hey all,

Release 1 of DM-Coda is near 😀

In fact, meshing, lighting, post processing, music, ambient sounds, blocking volume are all done. What remain to be done is :

1. Optimizing the map by culling meshes. This is a long process because I do that manually to get the best optimization. Culling volume won’t be useful in this type of environment. It will take me some weeks to accomplish.
2. Gather players feedback so I can fix issues, if present. I hope the community will participate in the process!
3. Make full production lighting build for the finale.

File size will be big. As mention in the map page : I’m reusing the Modular SciFi Season 1 Starter Bundle for this map and I also add many, many new assets I didn’t use the last time in DM-Chroma. I also use another new set of rock meshes for the outside / scenery of the map which I’ve showed in this post. In all, it’s a lot of textures, materials and static meshes. Which means, the final file size is rather big, sadly. It’s around 605 MB. Still, once the map is on your HDD/SSD, the size doesn’t matter.

I can honestly say that I have a great time playing on it! I truly enjoy playing TDM with 12 players 🙂 I get this old UT nostalgic feeling while enjoying new gameplay elements. For me, a good mix of old school stuff and new stuff! I plan the release for this w-e or Friday 20th. Stay tune.

DM-Coda, progress…

DM-Coda is shaping out nicely. I’m at ±90% done I think? The actual area which I found very hard to craft is the Rocket Launcher area. Like I already mention, I don’t like the original RL layout so my goal is to craft a new and interesting area to replace the original. I must say, I truly enjoy playing the map. Not only it look awesome but plays very well on my rig 😀

DM-Chroma FPS release!

DM-Chroma FPS is now available & I’m happy to share this new version with the community 😀

Have fun 🙂

DM-Chroma, FPS version planned soon

Hello all,

Since the release of DM-Chroma final version. I work non stop on DM-Coda. When I play both of them, even if I’m enjoying very much playing my maps on my main PC, I can’t say the same on my laptop (you can check my pc’s specs here). So, I’ve decide to release a less demanding version of DM-Chroma and maybe DM-Coda too, I’ll see. It depend of the community feedback.

Therefore, there is no magic trick. The only way I can obtain more FPS is by redoing the lighting. And the reason why DM-Chroma look crisp & clean is mainly because the majority of light actors are Stationary instead of Static. After few trials, Static lighting combine with the materials in use in this map is looking, well… hummm… dull & flat. But maybe it’s because of this obsolete engine version, I don’t know.

Still, I hope players with lower end GPU’s would appriciate playing the FPS version. The actual version simply can’t look better with UE4 v. 4.15 and don’t expect the FPS to look as good, it can’t. I expect the FPS release soon, maybe friday.

DM-Coda, progress…

DM-Coda is shaping out nicely. I’m at ±50% done I think? Next area’s to craft are the Minigun, Shock and RL areas. I don’t like the original RL layout so I don’t know yet what I’ll do. I’m also keeping the Invisibility pickup for now and made a big room for it (showed in the second pic).

When the map play area will be completed, then, I’ll start working on the exterior “scenery” aspect. For now, it’s totally empty. You can see there are many new meshes in those pics! Enjoy the dev 🙂

Bio area

Invisibility area

Link area

DM-Chroma, final release!

R1 of DM-Chroma as been in the wild for few weeks and now and it’s time to make it final 😀

This is what as been done for the final version :

  • Fix the lift weird shadows in sector 4, Belt room. I’ve notice a odd rendering issue on this lift.
  • Add ambient sounds all around the map with custom sound cues.
  • Add some blocking volumes at many door steps so the steps are smoother.
  • Perform a full lighting build, production level quality. I also fixed some minors lighting artefacts here and there.
  • Removed the ‘checkerboard’ material and replace it with the ‘remove surface’ material to reduce memory usage.
  • Modified all master materials so when playing on low and medium quality, the map look and perform better than in R1. Still, the changes doesn’t affect playing in high quality. The pics below shows the difference playing in low, med and HQ :

Sector 2

Sector 5

I’m happy to share the final with the community 😀 Have fun 🙂

Next map, DM-Coda

So, now that DM-Chroma is almost done, it’s time to build something awesome again 😀 Chroma release date is November first!

To start somewhere, I’ve look at some old UT99 stock maps and I found one that I truly enjoyed playing 20 years ago… remember DM-Codex? So, I’m reusing the Modular SciFi Season 1 Starter Bundle. I also add many assets I didn’t use the last time 😀 DM-Codex is already available from the community by Metalfist here but it’s a direct UT99 port and I want to play a map that look and feel like a 2019 map should be.

To be clear, it’s not a remake. DM-Codex was a really nice map at the time, therefore, time as pass and many things can be improve by much. I intend to add more variety to gameplay and up-to-date visuals of course. There are things I don’t like about the UT99 version which are :

1. The low ceiling in many areas.
2. Few corridors are to tight and don’t worth the risk of using them.
3. Few dead zone.
4. I always found the rocket Launcher area somehow disconnected and pretty useless.
5. I like the invisibility pickup but I might replace it, not sure yet. In all case, I won’t add a door to collect the powerup.

In all, I intent to add headroom in each area, the newer weapons and remove all dead zones. Meanwhile, enjoy the very early pics (Flak area + new Grenade Launcher area), note that I’m using only 1 dull pointlight per area just to see something and once I finish meshing, I add the blocking volume :