UT4

DM-CyberPunk released!

DM-CyberPunk is done and available to everyone 😀

UTCC upload limit is 500 MB. The file is 584 MB (quite small for what it contains), so everyone get the same file as my friends who played it. The file is stored on Mega servers but I add the level to UTCC so all my levels are listed there for those who follows me.

DM-CyberPunk, next level

DM-CyberPunk is the new level I’m working on since May using this new CyberPunk pack I bought.

I released it for private testing the first of July on Mega so my friends can play it. To access Mega, it takes 2 mins to register, and it’s completely free. You’ll be able to join the dev and play it too with a bunch of friendly and respectful folks if you make the “effort” of register.

Until the final version, there no need to put any WIP versions on UTCC or even share it on UT Discord / UOF Facebook since no one care to to give me even the tiniest form of feedback or appreciation for sharing my works. My actual dev version differ from the released Mega version. The list of enhancements is very long :

  • Add flying cars.
  • Add more decals (arrows, graffitis, etc).
  • Add pipe meshes at the Belt “bridge” area.
  • Add blocking volumes at the Belt “bridge” that cover the new pipes.
  • Add blocking volumes that covers both cars located near the Stinger entrance.
  • Add pipe sounds at some areas.
  • Add preview screen.
  • Add story.
  • Change the back of the car located between the lifts that lead to to the Belt, KEG and UDamage so now the Boots can be taken from the Link gun or Shock rifle side.
  • Fix UV lighting issues on both sky scrapers.
  • Refine lighting here and there.
  • Replace default jumpad by the custom one I’ve made for CTF-Ahead.

First pic I shared showing the meshing, using only the Directional Light and the SkyLight.

This is the final look (much more recent than the Mega version).

With this video, you’ll see what to expect :

CTF-Ahead, final available!

There you are, the final version of CTF-Ahead 😀

The map as been in the wild for an entire month. Players had well enough the time to test it out and provide feedback. Therefore, since the complete indifference or extremely poor feedback I received on Discord, Facebook and my website, if there is a problem, to bad, you had your chances.

I special thank to Alphaeridani, Dsmoke, Mic, Narayana and Wulfgar 63 🙂

Unreal Heist CTF V2 by h1sto

h1sto made this very nice animation 😀 No idea how it can be done! It’s a clever idea to use the screens in my DM-Oblivia, part 2 level as a starting point and with the sci-fi announcer, it fits like a glove 🙂 It’s like watching a short movie, really cool!

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.