A very nice archviz, Alphonse apartment by Jay Patel. Really like the music in this demo 😀
Museum Paleo art loop by Brajan Martinović
Another amazing short, Museum Paleo art loop by Brajan Martinović.
This was a very pleasing 3:48 video to look at 😀 Landscape and scenery are superb, animals look very good and their animation is very well executed, very natural! Also, I love the fur!! The switch from the skeleton to real animal at the beginning is a very nice touch, great intro. The music for this short is perfect too 🙂 Brief, excellent!!!
Breadth by Thaddaeus Andreades
Another amazing short, Breadth by Thaddaeus Andreades 🙂
If my memory is good, it’s the first time I see a desert theme so well animated, it look and sound real 😀
Project CANTON by Dyna 4 Studio
Dyna 4 Studio made this excellent archviz call Project CANTON 😀
I really like the happiness of the child POV / sounds in the montage, very well made!
Cool to see the band playing in the TV too, a very nice touch (for those who appreciate the details in a project…). The switch to day / night is also cool + the music track add a sort of nice groove instead of the traditional classic / piano music.
Neon Sins by Indrajeet Sisodiya
This is Indrajeet Sisodiya entry to the Kitbash3D Neon Nights contest 😀 Amazing work!
The shrine of the lost children by Vincent Letang
This is Vincent Letang first environment on UE4 😀 Small, short & lovely 🙂
DM-Valas final Release!
Most of the time, I release my maps a friday so it start well the weekend. But anyway, saturday is another good day too for sharing new content 😀
There is no point of waiting more for feedback. I’m satisfied with the current map state. So I’ve decided to publish the final. For the final version of DM-Valas, many changes has been made. Head over the map page to download it.
Gameplay :
- Add a platform in the Link room and put the armor vest there. Remade the BV’s so you can stand on the platform & go very close to the windows, like the other 2 big windows to enjoy the scenery.
- Fix a collision issue where you can get stuck between the top of the opened doors and curved ceiling near the Sniper.
- Made many pickups (weapons, ammo & armor) changes.
- Made some changes to a bunch of playerstart.
- Redone all doors bottom BV’s with individual modification if applicable. The previous BV’s was more accurate to meshes geometry but could slow down players a bit. The new one are less accurate but provide more fluidity.
- Remove the 50 armor.
- Set culling values on more meshes to gain more performances. That mean roughly 95% of actors have individual culling values to obtain the maximum performance possible.
Visuals & varia :
- Add ambient sounds.
- Corrected some spelling errors in the map story.
- Create an organic scene for outside the map so you have a nice scenery looking at the big windows. It is not a reachable area and is perfect for distract players while they look at the scene, you can blow them to pieces in the meantime lol.
- Enhance the decals in the ‘C’ sector, the room between the Rocket and Link, where you have health and ammo.
- Made many material / texture / reflection box & sphere adjustments.
- Made some subtle meshing here and there & aligned few meshes correctly.
- Perform few full lighting build (production quality).
- Redone the ingame preview pic.
Note: the final map is bigger because it’s prettier than before. More materials, more textures, more effects make a level bigger, simple as that. But, I’ve made all I could to make it smaller. The initial size was more than 640 MB before my optimizations.
Also note that this is my last final map for UT4 release on Discord and Epic forums. From now on, if you want my stuff come to my place, my blog. I suggest you subscribe to my blog to get always the latest information.
Let me know what you think in this post, or better, at my DM-Valas page and add your like to it 😉 THX for your support, it mean a lot to me 🙂
Credits :
Achernar, Barsam2, ÐutchSmºke, Florin Biziitu, MoxNix, Shaddycat for their constructive feedback 😀
DM-Valas, post # 6
Valas dev is almost done. I made many pickups changes to balance more the map 🙂
I’ve receive some suggestions on Unreal Carnage discord, suggestions that are more focused for competitive playing than casual gaming. Last week, I had the intention to satisfy the competitive crowd with a CE (Competitive Edition) version. Now, forget it. Why?
I’m kindly asking for feedback about item placement to satisfy the community, because for me, I have no interest to play that version, and on discord, only 2 players give me worthy suggestions while all the rest, zero constructive feedback 😦 To resume, they said remove this, remove that, remove this this & that that and even then, we MIGHT play it online but won’t be a serious map for competitive matches! Wow, this is so motivating, and push me even more to share my maps with the community… (I’m sarcastic).
To make it short, the map as been download ±15 times only, so, like DM-Thaq, little interest from the community, that is decieving, again. It would be stupid to release a map that will MAYBE be played by a bunch of players only. Not to mention that on Epic forums, I’ve received feedback only from my buddy ÐutchSmºke and Florin Biziitu at my blog, THX both 😀 A total of 5 players give me a worthy feedback so far!
So no, forget the CE, forget me on discord, forget me on Epic forums after the final. The only place I’ll post something is here, at my blog.
After Valas post # 5, I started the lighting of the exterior of the map, and now, I like it. Since you can’t go outside, the only purpose of this scene is to have a nice view and with the windows glass, you can’t really appreciate it. I might make another map with those assets after, I’ll see.
