DM-Thaq

Players: 4 – 8
Version: 1.0
Released: 30-10-2020
Download: GoogleDrive, UTCC, Readme
Forums: Epic
Checksum: cb36efe975672e2a7f42cb72a122114c

Story / Histoire

In a distant, arid and desolate place similar to Mars, is the remote station known as Thaq, a station which was abandoned by its occupants whose existence Axon Research Corporation discovered quite by accident during an exploration of this region. This place was deemed to be an excellent training venue. Condition your reflexes to be sharp, precise and fast, otherwise…

Dans un endroit lointain, aride et désolé semblable à Mars, se situe le poste éloigné dénommé Thaq, un poste qui a été abandonné par ses occupants don’t Axon Research Corporation a découvert l’existence tout-à-fait par hasard lors d’une exploration de cette région. Cet endroit a été jugé comme étant un excellent lieu d’entrainement. Conditionne tes réflexes à être vif, précis et rapide, sinon…

Installation

Put the files into ‘…UnrealTournamentUnrealTournamentContent’ directory. If this folder is not currently on your system, you can safely create it.

Details

I’m using completely new assets from the Mothership service rooms assets pack. I bought this pack so I could create a map that, in the contrary of few regular sci-fi packs I use for my previous maps, assets aren’t super shiny but rather dirty and worn. So, it will be my first UT4 map that has a sci-fi / industrial / dirty look 😀

Therefore, the pack misses deco meshes, like pipes, barrels, wires, etc. I’ve found some nice free LP pipes meshes on CGTrader I could use in this level. Like the barrel that I added founded in one of the marketplace free HQ sci-fi pack, I had to tweak the material so it look dirty and worn.

Outside the map, for the scenery, I add planets with subtle light shaft at the horizon. The planets comes from the StarSphere pack, which include all what it take to craft a awesome space environment. I also use ground / mountains assets from the Polar Sci-fi-Facility pack to complete the scenery.

I also add many custom VFX, like slow dust particles, fast dust particles, electric sparks, smoke, steam, water leak and various rotating fans all around the level.

Furthermore, Thaq use a custom music track called Anesthetic coming from FOnline OST album by Xcentric Noizz which fit’s very well for UT 🙂

Note, for all my maps I use Temporal AA since it offer the best visuals.

7 comments

  1. Thank you for the map, I love it. I played on it for two hours straight, it looks fantastic and it plays well with bots.

    The theme / texture pack you used is also very nice.

    Hoping DM-Cruel we’ll also see DM-Cruel someday even though I understand that work on it is much more difficult.

    Wish you all the best !

    Liked by 1 person

    1. This is my first saturday reading, later will be the newspaper and while I’m reading, I’m drinking my ‘morning’ coffee and it is very nice to start up the day reading this kind of lecture 😀

      Just like that, players feedback is the only reason why mappers would take the time to share their maps, because no feedback, no need to share anything. So when I read players comments, positive or negative comments (as long as it is constructive), I’m happy. And right now, reading you, I’m happy 🙂

      No worries about DM-Cruel, I put so much time and effort on that map that I won’t let it die on my SSD! You will play it for sure, one day 😉

      Liked by 1 person

  2. I forgot something: for Dm-Thaq, using TAA is mandatory since FXAA introduces a lot of aliasing on the floor gratings. (playing on all ultra @ 2560 x 1440 on a 2080 Ti).

    I usually don’t use TAA all that much because it makes the lights on some maps (Outpost 23 especially) flicker.

    Liked by 1 person

    1. Indeed, FXAA & MSAA are crap and use more resources than TAA. All my maps use TAA because comparing all AA techniques, TAA offer the most while consuming less resources than FXAA & MSAA. But some maps may look odd with TAA effectively.

      We have the same GPU, that’s cool 😀

      Liked by 1 person

  3. Congratulations on getting this baby to final = )

    Look forward to playing many rounds…

    In olden times, I would love finding out how you implemented all the materials, particles, animations and scripting. Oh well, I just have to do it the way of trial and error.

    Thanks again for all your hard work! 😀

    Liked by 1 person

  4. It’s a good map! Even with medium/low settings it looks good!

    It’ll take a few runs to get it figured out and most folks do like a good puzzle, especially ones resulting in being fragged if you take too long or get it wrong.

    The corridors (IMO) feel cramped when you use a shock ball as space indicator. Personally I like having some ‘wiggle’ room to at least be able & try to survive. The 7:44 replay intro shows what I mean with this.

    You’ve gone from spacious to tight and pulled it all off so far (FPS optimizations included)! And you did give us good warning on this one, “..Conditionne tes réflexes à être vif, précis et rapide, sinon…’ vous serez FraGGeD… Ceci est le chemin'”.

    Keep Up the GoodWorks mon!​

    Liked by 1 person

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