UT4

CTF-Ahead, RC1 available!

I’m happy to release the Release Candidate 1 of CTF-Ahead. This is the second version and the last before the final. Don’t wait for the final release before providing feedback, NOW it is the time 😉

My biggest concern was the level file size because I didn’t had any idea how much it would be bigger when I’ll start to work on the lighting and other aspects. Simply, the more you add, the bigger it gets. To my surprise, file size as increased only by 12 MB after I added more meshes, added decals, finalised the lighting, made a custom JumPad, made a custom particle for the platform reactors, added sounds, assign proper materials to meshes etc, etc, etc. Brief, Beta 1 weight 284 MB and RC1 296 MB 😀

Also, I noticed in B1, even using the default jumpads, bots tend to fall very often. That was a major game breaker 😮 I’ve tweak the custom jumpads so now, they won’t fall and land on the platforms as they should, yééé 🙂 I optimise AI the more I could and also added defense point so it won’t be that easy to take the flag playing against bots 😛

What is fun about every level I do, is to work on something different. I never made this type of “city” before, even in the UT3 days. In 2008, a level with floating platform was the first type of level I wanted to do when I started to map for UT3 but didn’t know how to do it. Furthermore, it’s my first level where the materials are super clean, even DM-Aryth, DM-Chroma, DM-Coda, DM-Qu0, my “cleanest” levels, ar dirtier than this one.

Post your feedback here plz and have fun 🙂

CTF-Ahead, B1 available!

I’m happy to release the Beta 1 of CTF-Ahead 😀

This is the first version. The emphasis of Beta 1 is about getting feedback on gameplay.

Visually, the lighting look like garbage because I just throw some static lights to see something, I’ll work on lighting on the next version. Note that I’ll add some buildings later too so players will get the impression of playing really high in a future city 🙂

CTF-Ahead, new level

A new project, a CTF for a change. I present you CTF-Ahead.

I was inspired by CTF-Aquatica for the layout of the flag base and by CTF-Goliath for the scale and mood. Both UT2004 awesome levels 😀 While playing it, I have the same “feeling of grandeur” like in the old days playing CTF-Goliath and that, I really like it 🙂

This time around, for performance reasons, I use the minimum amount of meshes, making very simple meshing and choose to go with slick, clean visuals. No dirt, rust, scratches, stains, water leaks, water puddle, whatever stuff you can think of that can make the visuals very detailed and rich. Brief, simple and clean the more as possible.

To follow and participate, not just spectate, you can join the level conversation on Mega. You must register first, it takes 2 mins and it’s completely free.

This is a very early video of the blue base :

The level use a new sci-fi pack I bought few months ago and it is a very small one (106 meshes in all) and use only 4 textures for all the meshes. It’s brilliantly conceive 😀 This is the pack presentation :

DM-FutureMine, final!

I’m happy to release the final version of DM-FutureMine 😀

Note that I couldn’t find a way to fix the bots issues 😦 It piss me off, seriously, but unless a very experienced AI user can’t help me out, it will stay like that.

So this is what as been done for the final version :

  • Added few vents meshes in the Sniper Rifle area.
  • Changed the story a bit.
  • Made BV’s for all the big doorways, it make the layout preview more accurate too.
  • Tweaked few BV’s here and there.
  • Made the readme.

DM-Dakylian, 1.3 update

Hello all!!!

  • After few matches on DM-Dakylian, I notice weird bots behavior. I found the way to fix them.
  • I found a spot where I could see through a static mesh 😮 That mean a blocking volume was missing, so I’ve added one. It must has been deleted by error.
  • While working on BV’s, I add others here and there so the preview layout is much more refine.
  • Before starting a match, for a few seconds, the player was floating in the void. Now, the player will see the environment.
  • Speed up the lift a bit near the Grenade Launcher, from 0.8 to 0.7. It’s a tad faster now and just not enough to hit the ceiling above it.
  • Added BV’s under all lifts so a players won’t be able to stay under the lifts when it goes up.
  • Added some arrows near the lifts.
  • Massive lighting enhancements, had to rebuild few times to get the result I wanted ingame. That was very, very, very time consuming!
  • Replaced Atmospheric Fog by Exponential Height Fog using a more blueish tint.
  • Subtle Post Process changes.
  • Tweaked few materials and the sky.
  • Remade preview screen.
  • Update the readme.

Brief, it look better and play better so head over UTCC to grab it! THX in advance to give me some feedback on this updated version 😉

DM-Quo, DM-Sarr, DM-Thaq updated

Hi all 🙂

Since the last update, while the editor didn’t show any warning in the cooking process, after playing them, I realize something went wrong somewhere with those 😮

On some, materials was missing leaving the meshes with the default checkerboard material, or decals was missing so you could see some yellow square on many surfaces and or on others, meshes was missing. I fix all that and upload a 1.2 version of all of them on UTCC. The readme files as been updated too, as always.

Grab them and have fun 😀 And it would be nice of you to let me know is everything is fine on your end.

DM-Qu0, DM-Sarr, DM-Thaq.

DM-FutureMine, available!

After 3 months of hard work, I’m please to release the RC1 version of DM-FutureMine 😀

I’m releasing this version for “bugs hunting” and your pickup suggestions, if you have some 😉 To follow and participate to the level development, register on Mega. It takes 2 mins to register and it’s completely free 🙂

I’m also aware of some issues regarding bots. I did everything possible to fix them without success 😦 What I’m already aware is :

  1. Bots don’t use the lift near the Shock Rifle to go up to the Sniper Rifle.
  2. Sometimes, bots get stuck on the various stairs across the level, while other times, they don’t, passing on the same stairs! Same at the junction of the 3 long pipes above the Shock Rifle, even if other times, they travel without any issues.
  3. When the lift near the Flak reach the upper level, bots inside the lift, stay in the lift or face the wall behind the lift instead of going out of it and sometimes they exit as they should.

All my UT4 levels updated

Hello all 😀

I made a small change to all my levels which is the removal of the prefix in the level title you see ingame. I removed “CTF-” or “DM-” so the name will only be the level name now, like Epic levels. You can download them all on UTCC and my Google Drive as always 🙂

PS, furthermore, the hashes codes are part of the first section in all the levels page. I always add it before uploading the level to UTCC.