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 🙂

DM-Oblevia, part 1 post # 1

Meshing on Oblevia, part 1 is going good 😀 The biggest challenge is to mesh the level in the way it look and feel you’re inside a space ship 😮 I also want to see more outside so more windows are necessary. I really want to feel I’m in a spaceship traveling in hyperspace!

The scale is a bit bigger than A1. Its a small level but it doesn’t feel cramped like the original. Dodging is doable in all rooms except the corridors. After many playtests, I made the ceiling much higher so you’re not hitting the ceiling all the time. Not that I jump often but I hate to hit the ceiling when I must jump.

For the dev, this post is about showing the meshing progression 🙂 So, you see the Shock room, the mid room and the lower corridor under the mid room. Only addition in this corridor is a small armor. All weapons and ammos are the same as the original.

My new project, Journey to Oblevia

Journey to Oblevia is my new project which consist of remaking some of my UT99 all time favorites levels to UT4 with current gen sounds and visuals. It might not be 100% remakes but will be pretty close.

All of UT99 levels are available since the beginning for UT4. Still, it’s mostly direct port from UT99 or re-meshed version in some case. Sadly, I don’t like the ports at all and don’t really like the re-meshed versions neither 😦 No offense to the authors, it’s not my intention! This is my personal taste, nothing more. I want to remake some of the levels too with my vision of the level. In the end, the more we have to play, the better 🙂

For this project, I decided to take inspiration from the originals UT99 levels, because it all start from there and recreate some of them while using this new high quality asset pack that I specially bought to make this new series of levels while using my favorite theme, science fiction. It will be a journey to the ultimate confrontation that will take place in Oblivia. It’s really a personal project. A project that I’m exited to start 😀 Still, I have no problem to share it with you all as I do with all my maps.

The way I’m working :

I import the original BSP into UT4 Editor with the adequate current scaling factor and then, I replace the BSP by static meshes. So, the scale in UT4 is the same as UT99 scale adjusted for UT4 recommended by Epic and mappers.

The parts :

Part 1 is DM-Oblivion, my favorite UT99 level, a awesome simple duel level. Today, I upload Alpha 1 on UTCC. This is for the curious who might want to feel the scale of the map. Remember that the original is VERY, VERY tight 😉

Now, it’s time to start this great project 😀

DM-Sarr available!

Exactly 1 month after the final release of Qu0 (this is a pure coincidence), I present you DM-Sarr 😀

This is the first and final version. So, unless a major bug, issue I didn’t found, this is the final one.

PS: Most valuable items (armor & powerup) are in the center of the level. Except the belt that is located in a corner of the level but is exposed to Grenade Launcher, Shock & Sniper rifle. This design is forcing players to go around the map to collect the items 🙂

NO, you can’t use the translocator to translocate in the mid field or other platforms in the center of the level, thinking you can collect the UDamage + 100 + 50 armor + hitscan ammo in few seconds. This would result in lazy camping players that would dominate the level all the time, ending in boring, dull, unfair gameplay. In short, move your ass 😛

Have fun! For feedback, you can post here or at DM-Sarr page, your choice 😉

DM-Elik updated

I’ve made some updates to DM-Elik. THX to Mictēcacihuātl for informing me of a issue 😉

Brief, a player could translocate out of the map near the Shock by aiming in the outside hole in the rocks. It was possible only depending on your location and angle of throwing the translocator. I modified the blocking volume and since I was at it, I modified, added other blocking volumes all around the map. You will see now, before starting a match, the layout preview is much cleaner and precise 🙂 There is a big difference between before & now :



I also tweak the more I could the AI. I’m aware since day 1 that bots didn’t go collecting the vials above the chest armor but now, they do 😀 Learning from DM-Qu0, I could achieve this tweak. At the time, I didn’t had the knowledge. Therefore, after all my attempts, they still don’t collect the vials in front of the belt because the path is to thin for them to travel. I’ve made numerous attempts on this & that in the AI volume settings but couldn’t make it work in the end 😦 I put enough time on that, time to pass on other things.

Enjoy the enhancements!