DM maps

DM-Qu0 Beta 1

DM-Qu0 is my next map for 2021, it look like I just can’t take a break from mapping… lol 🙂 I’m releasing B1 before Christmas, take it as Stevie’s Christmas gift 😛

Layout is base from one of my UT2004 favorite maps. Yes I have a ton of classic maps 😉 The original is a duel map, this one isn’t really different. You can play with 6 players max depending of their skills. This is the shell map only. With the meshes, it will be a bit smaller so gameplay will be “tighter”.

In case you didn’t notice, I always release my maps the friday, but since I’m in vacation, it’s like friday every day, ha ha!! Head over UTCC to download it. PS:

  • You can get out of the play area of the map by the roof using the translocator. I didn’t bother adding blocking volume.
  • You can also enter in caveats in the walls. Those caveats had meshes in it. Eventually, all walls will be meshes and covered by blocking volume to permit walldodge and wallrun.
  • The lighting is the original one. There is no need at this point to start working on the lighting.
  • Except the shell, pickups and the music track, there is nothing else.

Poste your feedback here plz! Have fun 😀

DM-Cruel final Release!

DM-Cruel is my last map for UT4 in 2020.  Head over the map page for download.

For feedback, please post your comments at my map page. It will be your way of showing your support 🙂

Many things as been done for the final. The most important are :

  • Added BV’s so it provide a better flow around some walls and also small areas where more BV’s was needed.
  • Added decals for lifts (arrows + caution bars at exit).
  • Deleted unnecessary meshes.
  • Made many materials adjustments.
  • Reduced the fog a bit (from 0.008 to 0.005).
  • Set individual culling values on many, many meshes, few thousands in all.
  • Create LODs on most meshes to obtain more FPS. This as been a very long process!
  • Perform few full lighting build (production quality).
  • Tweak the custom Jumpad so it look prettier in Epic mode. In all other quality mode, the LODs are more aggressive so the effects are looking more rough.
  • Tweak the spark particle near the Sniper pickup.

DM-Cruel R1 Release!

At last, after putting months & months of work into this level, I can share it with you all 😀 After R1, the next release will be the final and my last map for UT4 in 2020. Head over DM-Cruel page to get all the details and download link 🙂

For feedback, please share your comments here.

If there is no comments, that mean you are not interested, so it will determine if sharing my next maps with you will worth it or not. I’ll decide what I’ll do then in 2021. Continue sharing my maps with only few of you who appreciate them or keep everything for me, you decide!

Note that I’m aware of few things for this release and more work is planned  :

  • I plan to add more BV’s at some spots to help in the movement department. It won’t be realistic but will provide a better flow around some walls.
  • I plan to individually cull as many meshes as possible and also make LODs on the most meshes to obtain more FPS. This will be a long process since the map contain 5 847 meshes!
  • The custom Jumpad is looking really basic in low / mid settings. This is related to optimization for low end GPU’s. Still, I’m open to suggestion to make it look even prettier in Epic mode.
  • The spark particle near the Sniper pickup is passing through the ceiling and can be visible in the GL corridor.

Enjoy, and let me know what you think.

DM-Valas final Release!

Most of the time, I release my maps a friday so it start well the weekend. But anyway, saturday is another good day too for sharing new content 😀

There is no point of waiting more for feedback. I’m satisfied with the current map state. So I’ve decided to publish the final. For the final version of DM-Valas, many changes has been made. Head over the map page to download it.

Gameplay :

  • Add a platform in the Link room and put the armor vest there. Remade the BV’s so you can stand on the platform & go very close to the windows, like the other 2 big windows to enjoy the scenery.
  • Fix a collision issue where you can get stuck between the top of the opened doors and curved ceiling near the Sniper.
  • Made many pickups (weapons, ammo & armor) changes.
  • Made some changes to a bunch of playerstart.
  • Redone all doors bottom BV’s with individual modification if applicable. The previous BV’s was more accurate to meshes geometry but could slow down players a bit. The new one are less accurate but provide more fluidity.
  • Remove the 50 armor.
  • Set culling values on more meshes to gain more performances. That mean roughly 95% of actors have individual culling values to obtain the maximum performance possible.

Visuals & varia :

  • Add ambient sounds.
  • Corrected some spelling errors in the map story.
  • Create an organic scene for outside the map so you have a nice scenery looking at the big windows. It is not a reachable area and is perfect for distract players while they look at the scene, you can blow them to pieces in the meantime lol.
  • Enhance the decals in the ‘C’ sector, the room between the Rocket and Link, where you have health and ammo.
  • Made many material / texture / reflection box & sphere adjustments.
  • Made some subtle meshing here and there & aligned few meshes correctly.
  • Perform few full lighting build (production quality).
  • Redone the ingame preview pic.

Note: the final map is bigger because it’s prettier than before. More materials, more textures, more effects make a level bigger, simple as that. But, I’ve made all I could to make it smaller. The initial size was more than 640 MB before my optimizations.

Also note that this is my last final map for UT4 release on Discord and Epic forums. From now on, if you want my stuff come to my place, my blog. I suggest you subscribe to my blog to get always the latest information.

Let me know what you think in this post, or better, at my  DM-Valas page and add your like to it 😉 THX for your support, it mean a lot to me 🙂

Credits :

Achernar, Barsam2, ÐutchSmºke, Florin Biziitu, MoxNix, Shaddycat for their constructive feedback 😀

DM-Valas, post # 6

Valas dev is almost done. I made many pickups changes to balance more the map 🙂

I’ve receive some suggestions on Unreal Carnage discord, suggestions that are more focused for competitive playing than casual gaming. Last week, I had the intention to satisfy the competitive crowd with a CE (Competitive Edition) version. Now, forget it. Why?

I’m kindly asking for feedback about item placement to satisfy the community, because for me, I have no interest to play that version, and on discord, only 2 players give me worthy suggestions while all the rest, zero constructive feedback 😦 To resume, they said remove this, remove that, remove this this & that that and even then, we MIGHT play it online but won’t be a serious map for competitive matches! Wow, this is so motivating, and push me even more to share my maps with the community… (I’m sarcastic).

To make it short, the map as been download ±15 times only, so, like DM-Thaq, little interest from the community, that is decieving, again. It would be stupid to release a map that will MAYBE be played by a bunch of players only. Not to mention that on Epic forums, I’ve received feedback only from my buddy ÐutchSmºke and Florin Biziitu at my blog, THX both 😀 A total of 5 players give me a worthy feedback so far!

So no, forget the CE, forget me on discord, forget me on Epic forums after the final. The only place I’ll post something is here, at my blog.

After Valas post # 5, I started the lighting of the exterior of the map, and now, I like it. Since you can’t go outside, the only purpose of this scene is to have a nice view and with the windows glass, you can’t really appreciate it. I might make another map with those assets after, I’ll see.

DM-Valas, post # 5

I’ve receive some good suggestions on Unreal Carnage discord, suggestions that are more focused for competitive playing than casual gaming. I’ve decide to release a CE version (Competitive Edition) after the final to make happy the competitive crowd 🙂 The only feedback I’ve receive from Epic forums as been from ÐutchSmºke, which I THX him a lot 😉

Meanwhile, I was having a hard time to dress up the scenery of this map, the outside view if you like. I had few ideas, I’ve tried many meshing style, like industrial or urban but couldn’t found something that I like. I choose a organic scenery instead. After many hours of work and many, many coffee lol, I built this scene :

I like it but isn’t finished yet. Therefore, the issue I have is the file size… which I did a bunch of trial / error to compress the textures the more I could without sacrificing the visuals. First builds was around 650 MB, and after many tweaks, the map still weight 470 MB 😦 I know, it’s big, you don’t need to tell me and I was hoping that it wouldn’t be that big. R1 weight 312 MB but the scenery is completely empty so it would be a bit bigger after some meshing in the end because I wouldn’t leave the scenery completely empty for a regular version. Still, for the CE version, I will leave it empty.

DM-Valas R1 Release!

I’m working on this level since few weeks now and I’m rather satisfied with the actual state. Gameplay is great and visuals are looking good 😀

Only thing left to do is to ‘dress up’ the outside of the map (which I have no idea what I’ll do yet) and maybe fix issues I didn’t saw and add stuff from the feedback you’ll give me… yeah you! Since the outside of the map isn’t related to gameplay and is only a cosmetic thing, it’s time to share the map with the 5 persons on the planet who play my maps. At least, that is my impression 😛

Head over DM-Valas page to get all the details and download link 🙂

Note, for all my maps I use Temporal AA since it offer the best visuals. Also, before you play it, know that I made all I could to optimise the map for max FPS. My average FPS is 100 playing in 1440 on Epic settings. I hope it run well for you!

Enjoy, happy w-e and let me know what you think 😉

DM-Thaq final Release!

In case you didn’t notice, I always release my maps the friday so it start well the weekend 😀 I do that since, well… heu… since always I think lol. For the final version of DM-Thaq, those changes has been made and head over the map page to download it.

Visually :

  • Add decals arrow in both side of the lift tight corridor, the one that is near the Shock pickup that lead you to the Bio pickup.
  • Add decals warning stripes in few spots to distinguish some lifts better.
  • Made another spark particle and also a steam particle.
  • Made some small meshing here and there in some place so it look better.
  • Refine the scenery outside the map by adding a second sun, clouds in the sky and fog-like for the ground. Move the planets a bit.
  • Perform few full lighting build (production quality) to adjust some lighting changes which benefit specially the lifts.

Gameplay :

  • Add a blocking volume surrounding the lamp close to the pipes in the Link room. You can still fall down from the platform above between the pipes and the vent.
  • Convert all BSP into a big static meshes which represent the frame of the map. This is completely invisible for the player. I wanted to get rid of BSP.
  • Fix an odd issue about some of the lifts receiving a red lit / shadow from the directional light even if the lifts are inside the frame and aren’t supposed to receive those.

Credits :

Achernar, BloodK1nG, ÐutchSmºke, Florin Biziitu, MoxNix, sL.vEr for providing feedback for R1 🙂