Story / Histoire
Somewhere in the Varuth Sea, Coda is a research station on the various substances that make up this strangest sea. In addition, Cardanium, a chemical element present in very large quantities in the Varuth Sea, provides an ultra powerful energy source which crystallizes when it is extracted from the liquid. The crystals are then melted and modeled into rods.
Quelque part dans la mer des Varuth, Coda est une station de recherches sur les diverses substances qui composent cette mer des plus étranges. En outre, le Cardanium, élément chimique présent en très grande quantité dans la mer des Varuth, procure une source d’énergie ultra puissante qui se cristallise lorsqu’il est extrait du liquide. Les cristaux sont par la suite fondus et modélisés en tiges.
A little match, which shows how to grab the Redeemer :
Put the files into :
Local Drive:\Users\YourUsername\Documents\UnrealTournament\Saved\Paks\DownloadedPaks or
If this directory is not currently on your system, you can safely create it.
Feeling nostalgic, I’ve look at some old UT99 stock maps and I found one that I truly enjoyed playing 20 years ago… remember DM-Codex? To be clear, it’s not a DM-Codex remake, I’m only look at the layout as a starting point.
I’m reusing the Modular SciFi Season 1 Starter Bundle for this map and I also add many, many new assets I didn’t use the last time in DM-Chroma.. I also use another new set of rock meshes for the outside / scenery of the map which I’ve showed in this post.
In all, it’s a lot of textures, materials and static meshes. Release 1 was size wise, very big, 601 MB! After spending hours into various optimizations, I was able to drastically reduce the map size. The map file size is now small taking into account the enormous quantity of custom assets and is now 250 MB! A 58% size reduction 😀
Be warned that like DM-Chroma / DM-Chroma FPS, you’ll need a very fast GPU to truly enjoy the visuals of this map since all maps use the same complex lighting / materials. Take a look here for my main PC specs. Still, I did everything I could to optimize the map.
Note, for all my levels I use Temporal AA since it offers the best visuals.