DM-Elik, 1.5 available

Playing the level, like all my recent levels updates, I’ve made some changes to DM-Elik. It’s all about visuals this time.

  • Add a HDR cubemap instead of the default sky capture to add more vibrant reflection overall.
  • Made few material changes (adjusting roughness, metallic values, movement speed on foliage, etc.).
  • Remove the stock decals under all medium health and armors.
  • Remove the stock static mesh under all armors and weapons base. I made a custom BP weapon base for the weapons pickups which are located on the ground. Those on woods or on stones didn’t need it.
  • Tweak JumpPad BP.
  • Tweak Post Process.
  • Tweak the sky (colors, sun intensity, etc.).
  • Rebuild lighting, production quality. All lights actors have a higher roughness value.

Enjoy the enhancements!

DM-Dakylian, 1.2 available

I thought I was done with my previous levels updates but I forgot DM-Dakylian in the bunch… I’ve finally made many enhancements. Go at the map page to download it.

DM-Aryth, 1.2 available

Been I while I had some things in mind to enhance my previous levels. For now, I’m done, so the last level I’ve made some updates is DM-Aryth. Go at the map page to download it. The main changes are :

  • Added decals for lifts and specific spots where slope dodge is doable.
  • Made a unique JumpPad to replace the stock one.
  • Remade preview pic.
  • Remove the stock decals under all medium health and armors.
  • Remove the stock static mesh under all powerups and weapons.
  • Tweak AI volume. New settings provide big improvements. Bots now cross the tight corridors between the Link and Bio and Flak. Also the wider corridor between the Link and RL.
  • Tweak Damage volume (when falling from Belt / Keg area).
  • Tweak Post Process.
  • Rebuild lighting, production quality.

Enjoy the update 😀

CTF-Infiltrate, 1.3 available

I’ve made some updates to CTF-Infiltrate. Brief, those are the main changes :

  • Made a unique JumpPad to replace the stock one.
  • Remade preview pic.
  • Remove the stock decals under all medium health and armors.
  • Remove the stock static mesh under all weapons.
  • Tweak a bunch of static mesh collisions.
  • Tweak Post Process.
  • Rebuild lighting, production quality.

Enjoy the enhancements 😀

DM-Oblevia, part 2 post # 2, your opinion is needed

Dev of Oblevia, part 2 is going slowly, but at least I’m progressing. I’m playing around with lighting and Post Process settings and I need your opinion about colors saturation 🙂

I took pics and I need to know which of those pics you like the most. Pic 1, 2 or 3 :

1. Saturation = none

2. Saturation = 0.8

3. Saturation = 0.6

No saturation is what is the closest to UT99 colors was but I’m not sure for UT4… The original is also extremely bright, which I don’t intent to reproduce. I’m looking for way more contrast.

Your opinion is important, so plz, don’t hesitate to share it so I can make a better looking level 😀

DM-Aly, 1.3 available

I’ve made few updates to DM-Aly. Grab the latest versions at my map page.

There are few reasons why I made an update. Some little things bugged me and there are others I wanted to address. Those are the main enhancements for this 1.3 version :

  • Fix AI not covering the ground level well. Per example, bots didn’t use the door in front of the Belt at the ground level to pickup the KEG, they was always going by the other entrance under the Flak.
  • Made a unique JumpPad to replace the stock one.
  • Pass trough all blocking volume (added many et tweak others) so the play area is more accurate and cleaner.
  • Remove the stock decals under all medium health and armors.
  • Remove the stock static mesh under all weapons.
  • Tweak fog.
  • Tweak many static mesh collisions and also LODs.
  • Tweak Post Process volume. It look even better than before! Level look brighter, more detailed, sharper 😀
  • Tweak the sun.
  • Rebuild lighting, production quality.

You can clearly see the difference between the previous 1.2 version and the new 1.3 version 🙂

I’ve decided to include all stock meshes, materials, material instances, material functions and textures into the map. So the uncooked map is 2.5 GB. Therefore after many optimization and tweaks, the cooked file is 606 MB instead of 417 MB from the previous version which only contains custom stuff. I know, it’s bigger… but I made that since I don’t know what will happen to UT4 assets with the upcoming UE5 release in 2022. I don’t want to take any chance of ending with an unplayable level after all the time I invest in it because Epic decided to modify or remove UT4 content to a possible UT5 alpha game release. At least, if they decide to remove UT4 editor, who knows, the level will stay fully functional 🙂

El Dorado by Jhosep Chevarria Capacoila

Jhosep Chevarria Capacoila made this El Dorado scene playing around with Megascans, Nanite, and Lumen with hardware raytracing on RTX 3090 😀

Samurai garden by Sergio Merêces

Samurai garden by Sergio Merêces was for testing out the new UE5 and the awesome features 😀