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DM-Oblevia, part 1, RC1 ready!

Meshing, music, collisions and blocking volumes are finished on Part 1 😀

I might add some few pipes in the corridors for the final. The biggest challenge I had was to mesh the level in the way it look and feel you’re inside a space ship!

For lighting, it’s the first time I use purple. I think it fits well. But I must say I had a hard time to figure out the lighting scheme. I like the actual lighting but it still a WIP. For the final version, this is my to-do-list (in no particular order) :

  • Add preview screen.
  • Add sounds (computer, engine, fan, etc.).
  • Add VFX (smoke, steam).
  • Add text decals (like B30, chambers, etc.).
  • Add local fog (fog in the spaceship only). I’m looking for a tutorial for that!
  • Finish lighting.
  • Fix bug if any (it depend on players feedback…).
  • Make the readme.

I’m happy to share this version with you all. Now you’ll have a better taste of what I had in mind since the beginning 🙂

DM-Oblevia, part 1 post # 1

Meshing on Oblevia, part 1 is going good 😀 The biggest challenge is to mesh the level in the way it look and feel you’re inside a space ship 😮 I also want to see more outside so more windows are necessary. I really want to feel I’m in a spaceship traveling in hyperspace!

The scale is a bit bigger than A1. Its a small level but it doesn’t feel cramped like the original. Dodging is doable in all rooms except the corridors. After many playtests, I made the ceiling much higher so you’re not hitting the ceiling all the time. Not that I jump often but I hate to hit the ceiling when I must jump.

For the dev, this post is about showing the meshing progression 🙂 So, you see the Shock room, the mid room and the lower corridor under the mid room. Only addition in this corridor is a small armor. All weapons and ammos are the same as the original.

DM-Sarr available!

Exactly 1 month after the final release of Qu0 (this is a pure coincidence), I present you DM-Sarr 😀

This is the first and final version. So, unless a major bug, issue I didn’t found, this is the final one.

PS: Most valuable items (armor & powerup) are in the center of the level. Except the belt that is located in a corner of the level but is exposed to Grenade Launcher, Shock & Sniper rifle. This design is forcing players to go around the map to collect the items 🙂

NO, you can’t use the translocator to translocate in the mid field or other platforms in the center of the level, thinking you can collect the UDamage + 100 + 50 armor + hitscan ammo in few seconds. This would result in lazy camping players that would dominate the level all the time, ending in boring, dull, unfair gameplay. In short, move your ass 😛

Have fun! For feedback, you can post here or at DM-Sarr page, your choice 😉

DM-Sarr post # 1

Finally working on my new map, DM-Sarr 😀 My previous post was showing only a room but I’ve decided to use the Spaceship interior environment set to build an entire level.

I’m progressing. So far there is the Link, RL, Shock, 100 armor, UDamage and few medium health & ammos. I don’t have layout in mind. I’m crafting it while playing with those assets, which are very limited btw… As you can see, it’s all about dirty sci-fi assets and I love it! Those are finished areas.

DM-Sarr room

Just for fun, I spend all my Saturday making what I’m about to show you.

Now that DM-Qu0 is done, I was wondering how could I use the meshes of the Spaceship interior environment set I put aside ±2 month ago? Sadly, there isn’t enough meshes to build an entire level, or at least it would have to be a small duel map. So I thought, hey, why not make a small room instead for a weapon or health pickup?

So this is the result with fog, final lighting, post process, reflection, etc. You can found around 75% of all the meshes included in the pack. Not sure if I’ll make an entire map with the pack, time will tell.

DM-Qu0 final!

It’s the weekend, what a cool day for release a new map 😀 I’m extremely happy to share the final version of DM-Qu0.

So, what’s new for this final? Many things ;

  • Added ambient sounds.
  • Added awesome custom music.
  • Added decals and few pipes.
  • Added preview pic.
  • Added reflection.
  • Made a sci-fi JumPad with custom cue to replace the stock one.
  • Made few material changes here and there.
  • Reduced the map file size from 470 MB to 352 MB. A well appreciated 118 MB reduction without scarifying the visuals 🙂

It’s the first time that I release the final version of my map only 1 week after a RC release. It’s short but I’m happy with the current state. Enjoy!

DM-Qu0 RC1 now available!

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!!

DM-Qu0 RC1 WIP post # 2

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.