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 🙂
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 :
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.
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 😉