DM-L.E.0. is available 😀 Again, it still look atrocious but in Alpha stage, only gameplay matters. New file is on UTCC.
For this new version, I’ve made it less dark and tweak pickups. Added 2 vials, a new path for the small armor and a angle edge near the Bio. Have lot’s of awesome matches in duel and in 2on2 in TDM 😀
Please share your feedback in this post and all suggestions are welcomed 🙂
Next level I’m working on is called DM-L.E.0. I’m planning to build a old school BSP level like DM-A v A. I already got a very nice but very old textures pack which I upscale the textures to obtain a modern look using pro software. So instead of the previous 64 to 512 textures resolutions, it’s is now 512 to 2048 textures resolutions.
I’m sharing this Alpha version to get feedback from duelist players out there 😀 An yes, it look atrocious but in Alpha stage, only gameplay matters. New file is on MEGA and is also on UTCC.
Please share your feedback in this post and all suggestions are welcomed 🙂
DM-Eden is now final and available on my Google Drive 😀
Only persons that have provide me their feedback are Mac Apex, Mic and Wulfgar 63 which are in the readme credits 😉 As for the rest, you deceive me by not supporting me 😦 Where are your like and comments from Beta 1 ?! Anyway THX to you 3, you’re true supporters !
Final version of DM-Oblevia, part 5 is here! My take on the classic DM-Grinder 🙂
Visually speaking, it would be easy to add more decorations like barrels, pipes and such everywhere. Therefore, since this is a remake, I’m staying true to the original and keeping it visually simple instead of being highly detailed. Note that all the walls and ceiling are made of carefully placed individual static meshes, it’s not a flat concrete material and the total number of these static meshes is around 4 950.
The final version is entirely dedicated to tweaks. I mainly worked on lighting and collisions. The only item that changed location was the Link Gun ammo, which was located near the medium armor and is now located near the elevator at the end of the corridor. This small change has a significant impact on bots. The layout preview have also been tweaked around the elevator, which you can obviously see now.
Files are on MEGA. As always, those who have contribute in the dev phase are credited in the text file 😉
You can share your feedback in the level page! THX in advance 😀
1. Mesh out the entire layout.
2. Create a master material for all rocks.
3. Create the various water materials (pond, sea & waterfall).
4. Create a single landscape that cover all 4 floors.
5. Add the main trees.
6. Add ambient sounds and music (music turned off for the recording).
Next video will have more organic assets like grass, bushes, etc. It’s coming along nicely 🙂
New level I just started. This is a VERY, VERY early look of it. I know exactly what I want for the final look and feel. The video show only the floors layout and the overall scale. It will have more trees and such later because now it’s too open.