DM-Fondation, coming soon… :)

Progressing is going extremely well on DM-Fondation 😀

I’m fine tuning the level to my liking at the moment and I’ll release it for all very, very soon. It is, imho my best UT4 level yet and the more you’ll play, the more you’ll get addict to it lol 😮 😉 So, stay tune 🙂

DM-Fondation, post # 2

Progressing is going good on DM-Fondation.

It will be imho, my best level yet 😀 It’s not the first time I take inspiration from another level, even from my own previous made level lol but I must say that with all the enhancements I’ve made, gameplay is really awesome, much better than the original and with low level bots above that, which isn’t an easy task to achieve! It already look super nice and I’m not done yet. I upload a pic of the Shock area just to compare with the previous status 🙂

The Matrix : Awakens an UE5 experience

Epic Games announce that The Matrix : Awakens, an UE5 experience is now available to download for free on PlayStation 5 and Xbox Series X/S. For the full review, click here. The demo is nothing else than spectacular!!!

Bones / Dust by Nicole Marxen

Bones / Dust is a music track by Nicole Marxen appearing on her album Tether. The music video is entirely made with UE4 😀

DM-Fondation, my next level

After the release of DM-Dystopia. I started this new level.

As mentioned in my previous made post published in November, What’s next Stevie?, for those who did read the post but didn’t care about commenting it, briefly, I’ve said that I’ve bought several sci-fi packs and it cost me more than 200$.

I import all assets in UT4 editor but there is a bunch of problematic SM which some faces are flickering? Since I didn’t have any error while importing them, I have no idea what is the cause of this odd behavior, so I had to leave them aside. Damn frustrating when you pay for something and can’t even use it 😦

To start with, I inspired myself on another UT3 classic level, DM-Acquisition which received praise at the time made by ‘Slainchild’ or Ben ‘Scinbed’ Edney, author of DM-Backspace. Instead of importing the map by using a map scaler, I did play a lot the original, counting how long it take to travel from point “A” to point “B” by running, dodging, jumping and going back and forth many times. That mean the UT4 scale is 100% like the original.

There was little things I enhance like the liftjumps. In the original, bots didn’t make them at all. I’ve report that issue in the beta phase at the time but ‘Slainchild’ didn’t or couldn’t fix it in the final. Now, even low level bots use liftjumps 😀 I also add a bit more health so it’s more accurate to UT4 health system.

The post pic is the Shock Rifle room. Lighting is basic (there is few static point lights), shadows are dull and flat, the meshing is the bare minimum, post process isn’t activated neither. Eventually, the level will look up to my standard, as for now, it’s just to provide a basic look & feel of the level 🙂

I might start another series with those assets like I did with the Journey to Oblevia project, I don’t know yet.

Mountain house by Caner Ercan

Mountain house is a Archviz made using UE5 by Caner Ercan 😀

Extraction, a psychedelic watercolor dream by Till Nowak

Very interesting concept and nicely made animation by Till Nowak 😀

DM-Akar and DM-Akar CE available!

There is now 2 versions of the level. DM-Akar with little modifications and DM-Akar CE (Competitive Edition) which as more modifications. So this is what as been made for both levels.

Regular version :

  • Switched Bio Rifle and Link Gun.
  • Removed the Enforcer and replace it with the UDamage.
  • Added 1 x 25 health near the second Rocket Launcher.
  • Added 1 x 25 health near the Link Gun.
  • Added few barrels between the new Bio location and the central lift, to break some LOS.
  • Added few barrels near Sniper Rifle again to breake the LOS coming from the stairs and the UDamage entrance.
  • Made a “ramp” near the Singer to get quickly on the Link Gun floor. Players can use it as a shortcut. Added some lights to that new ramp to clearly see the player.
  • Made some ammo adjustments to reflect the new weapon base configuration.
  • Open up the space above the central main lift so there is more freedom while lift jumping.
  • Rebuild lighting (production quality).
  • Remade preview screen.

Competitive Edition :

  • Switched Rocket Launcher & Shock Rifle.
  • Removed Lighting Gun, move the central Link Gun there.
  • Moved the Bio Rifle where the central Link Gun was.
  • Added another Link Gun where the previous Bio Rifle was. So the level as now 2 Link Guns. It sound weird but playing the map, it feels good.
  • Removed the Enforcer and replace it with the UDamage.
  • Added 1 x 25 health near the second Link Gun.
  • Added 1 x 25 health near the Shock Rifle.
  • Moved the 3 vials under the Sniper Rifle closer to the second lift exit.
  • Moved the 3 vials near the water drain in a corner of the Shock Rifle floor in R1. In this version,  I move them a tad farther the concrete column.
  • Add few barrels between the new Bio location and the central lift, to break some LOS.
  • Add few barrels near Sniper Rifle again to breake the LOS coming from the stairs and the UDamage entrance.
  • In R1, you could climb the concrete pillars and barrels near the Singer to get quickly on the Link Gun floor. In this version, I’ve made a ramp because I didn’t like the previous mesh work. Now, it’s obviously a ramp. It’s a little less wide than before and it is intended. Players can use it as a shortcut. Added some lights to that new ramp to clearly see the player.
  • Made some ammo adjustments to reflect the new weapon base configuration.
  • Open up the space above the central lift so there is more freedom while lift jumping.
  • Rebuild lighting (production quality).
  • Remade preview screen.

Grab both levels on their page, enjoy the modifications and let me know what you think 🙂