Dream II: Spire Fortress is Ismael second audio-visual experiment rendered real time in UE4. It was a map that he designed for Voidrunner, their first game in RealityArts. He made it in 2017 but revised it recently for this flyby. He wanted to combine gothic and Ottoman architecture in a psychedelic environment. Music also composed & performed by him too!
I’m very happy to release the Release Candidate 1 of Qu0 😀
Since B2 released back in December, I played the map A LOT, like a maniac lol 🙂 After many, many matches… I didn’t count them, I added many new improvements from the original.
First, the goal of RC1 was to get rid of all BSP brushes, having only assets, the final BV and pretty much finalized lighting. Second this is what as been done to add more to the map :
- Using the lift near the Shock, you can liftjump to land to the UDamage platform AND also land to the Flak level making a combo of liftjumping + wall dodge.
- From the same lift, you can also land on a small ledge above the medium health. The ledge is small so it only serve to make a surprise attack at the player below , you can’t camp there, it’s on purpose.
- A small floor as also been added around the same lift, it add some surprise attack possibilities and a chance to hitscan the players at the RL area.
- A small lift is now replacing the jumpad near the Bio. You can use it to liftjump and land to the UDamage platform.
- You can do wall dodge or wall run from the Bio to get the UDamage.
- The floor is now more open above the medium health, the one near the Link. It add more opportunities from the Shock to kill the Flak player (thinking he can camp there…) and also useful when you’re near the Flak with a hitscan weapon to shoot at the Shock area.
- The small corridor between the Link and Belt as now a section you can walk on crates. It add a cool vertical option
- A small opening as been made between the LR and the UDamage platform, you’ll see the benefits while playing 😉
So, what’s next?
I’ll try to make the map prettier by adding more details like decals and pipes. The main decals are already there but I’ll add more for sure, small ones here and there.
Will add custom music.
Will add preview pic.
Will add reflection. RC1 don’t have any reflection.
Will make a custom jumpad to replace the stock one.
For feedback, post it here plz, I’m eager to read what you think about it. THX!!
Saw this scene some time ago but forgot to share it. Beton is Vladimir Lepotic small scene in Unreal 4 of some abandoned place.
One day, I would like to make a map that have this minimalist approach with some foliage 🙂
I don’t post car video often, except if it’s really well made 😀 This is the case right here. Lovely and well made presentation 🙂 The model, lighting, visual animation in the background, all well done and the music fits good too imho.
Only “negative” aspect I could see is that I would had like to see the interior of the car as well. It look like a superb interior but it’s completely missing in the presentation, shame 😦
A very well made Unreal Engine learning project, done in a few weeks at Christmas by Steven Fayers, based on an original house design by Apollo architects based in Japan. Originally planned to be just a few interiors, he decided to later add a few exterior scenes to make more use of the music track.
Another excellent short movie made by Delta Motion Pictures. Really like the music too 😀
Dev is going well on Qu0 🙂 I play the map A LOT! I’m done with the meshing on the lower floor (Belt, RL level) and mid floor (Shock, Link, Sniper level). Now, I’ll start the upper floor (Bio, Flak, LG level). I don’t know yet if I’ll open the roof or it will be close? It depend on my “inspiration”.
The goal of RC1 is to get rid of all BSP brushes, having only assets and the final BV. I hope that bots will be able to use the lifts because it really affect the gameplay!
After, I’ll make it prettier. I’ll make it look the way I really want 😀 For example, those pics represent the RL area which I just finish the meshing and added few decals. First pic is without reflection and the second is with rough reflection. I just add a reflection sphere to have an quick idea. RC1 won’t have any reflection. I keep that for RC2 or final version.
Since Qu0 gameplay is solid with B2, it’s now time to start working on RC1 😀 The fun phase!
So, my first interrogation was which assets pack I would use? Since I like using a different assets pack from map to map, I first import the awesome Factory pack. After many long hours of making them useful in UT4, I decided to put this pack aside and started to find another pack instead. I wanted a new sci-fi look for this map (my favorite theme).
Then, I redid all the same long process to use the Spaceship interior environment set. While the assets are looking fantastics, the problem I found is that there is not enough assets to make a complete level with those without making the map visually look to much repetitive. But, I thought that some assets can be mixed with the following pack I choose in the end.
I choose the Scifi Kitbash level builder pack for the awesome sci-fi assets. While this pack as a bit more assets than the Spaceship interior environment set, it doesn’t have a huge asset choices to work with neither. I asked myself how would I be able to make a complete level without making it look boring? So, I decided to use colors this time to cut the repetitiveness. The assets materials are mostly a mix of blue, grey, red, white and yellow. It’s the first time I do that and it’s a different visual approach when your limited by assets number.
I’m pretty satisfied with the result 😀 I added detail normal map to the master materials so it look better than the original. Those are WIP pics, you can see what atmosphere it will be. I added PostProcess too. There is no reflection yet so it’s lightning and PP only. You can see that the layout is the same as the BSP version and everything as been replaced by assets. When I’ll be done with the layout, I’ll add more pipes.