UT4

My second map for UT4, CTF-Infiltrate release!

I’m please to announce the release of my second map for UT4, CTF-Infiltrate 😀

I’ve create this map base on my own UT3 map. Remember, CTF-Mako? Layout, pickup placement, is practically the same. The biggest changes are that the lower level isn’t submerge in water and there is 2 entrances on the upper level to the flag base. The theme is completely different too, I created a industrial theme. Most assets are from Epic Infiltrator demo. I had to redo all materials, materials functions in UT4 which is well, not easy and damn long to accomplish! I’m also restrained myself not to use to much assets from Infiltrator simply because the map size would be an issue since you must import meshes and textures into the map.

The first release (R1), like DM-Delta, meshing, lighting, music, sounds, blocking volume, collisions, story, preview pic, etc are finished. I’m interested about issues, exploits and suggestions 😉

For all info about the map, head over here 😀

CTF-Infiltrate update 2

Been working on CTF-Infiltrate everyday like a maniac since months now and I must say, I’m very happy with the end result 😀 The folder which contain all the uncoock stuff is 683 MB but the pack file is only 241 MB! It’s very good taking into account that the level is built from more than 90% custom content!

Layout, pickups, blocking volume, lighting, music are done! I’m working on sounds, visuals effects and optimizing the level at the moment. It’s ±90% finish 🙂 You can found the latest info at my CTF-Infiltrate page.

DM-Delta now final!

I’m happy to announce the last release of DM-Delta which is compatible with the march patch, build 4.15 😀

I’m finally done with this map unless a repack is required in the future. For all info about the map, head over here 😀

DM-Delta release 2 now available!

I’m happy to announce the next release of DM-Delta which is compatible with the latest UT4 patch, build 4.15 😀

I was afraid to loose the map with the 4.15 patch simply because the full build function (lighting process in particular) didn’t worked at all whatever I was trying. THX to barsam2a solution on Epic forums which as permit me to make a full rebuild of the map 😀 If you want to leave a little comment on my Epic thread or here, I’ll appreciate 🙂

This is what as been done for R2 :

– Modified the BV around the jumpad near the helmet pickup.
– Add BV to the 2 turbines in front of the helmet pickup.
– Boost sun brightness.
– Remade preview pic.
– File size is 30MB smaller! THX to UE 4.15 pack compression 🙂

I’m done with this map unless a repack is required in the future. For all info about the map, head over here.

CTF-Infiltrate update 1

CTF-Infiltrate is the name of my new map 😀 Update # 1

Being working on the lower level since my last post. Also, a pic of the folder / content browser. As you can see, there is a lot of stuff!! Still, while the folder is 247 MB, the pack is only 90 MB 🙂

Overall update

Content browser overview (for curious level designers…)

My second map for UT4, a CTF this time

Since the release of DM-Delta, I’ve been working on a new map base on my own UT3 map. Remember, CTF-Mako 🙂

Layout, pickup placement, will be practically the same. The biggest changes are that the lower level won’t be submerge in water this time and there will be 2 entrances on the upper level to the flag base.

The theme is completely different. I’m using assets from Epic Infiltrator demo. The only UT4 stock assets I’m using are few textures and the pipes meshes. I had to redo all materials in UT4 which is well, not easy! I’m also restraining myself not to use to much assets from Infiltrator simply because the map size will be to big since I must import meshes and textures into the map 😦 I’m also going for a industrial theme. Anyway, enjoy the early pics 😀

Control room, floor and wall.

Control room, ceiling.

Flag room, entrance.

Flag room, flag future location.

My first map for UT4, DM-Delta release!

I’m please to announce the release of my new map for UT4, DM-Delta 😀

I’ve been working hard on this map since months now. I was interested to play with UE4 features and see what I could come up with. In the contrary to my previous maps, I didn’t had a layout in mind so my goal was to build something that look nice and fun to play. A simple FFA map 🙂

This first release (R1) is a complete one. I mean that meshing, lighting, music, sounds, blocking volume, collisions, story, preview pic are done. I’m interested about issues or exploits and maybe pickup placement suggestions. I already mentioned that the first HUB that will get the map is Unreal Carnage. I hope you will have fun playing it.

For all info about the map, head over here. Note that the pics aren’t up-to-date. It look better ingame. Enjoy 😀

My new map for UT4… – post # 2

Been working on this map since few months now, almost everyday!

Layout, pickup placement, meshing, collisions, post processing, lighting are done 😀 Today, I started to work on the exterior of the map, the non playable area. Read the first post here.