Part 2

Players: 4 – 10
Version: 1.0
Released: 17-09-2021
Download: UTCC, Readme
Checksum: d21fb9df185e96d512d6262723ac8175

Story / Histoire

Journey to Oblevia, Part 2. Jerl Liandri acquired this supply point for B30-type spacecraft as a possible tax relief for his other fledgling company, Liandri Mining. Now Liandri Corp. converted it into a combat arena. Although not very complex, it still manages to claim more victims than the neighboring stations in the sector in which it is located.

Voyage vers Oblévia, deuxième partie. Jerl Liandri a acquis ce point de ravitaillement pour les vaisseaux spatiaux de type B30 comme une éventuelle décharge fiscale pour son autre entreprise naissante, Liandri Mining. Maintenant, Liandri Corp. l’a converti en une arène de combat. Bien que peu complexe, il parvient tout de même à faire plus de victimes que les stations avoisinantes du secteur dans laquelle il se trouve.

Kitbashing

Is a form of art which consist of mixing various static meshes together in a way the final result look like it’s only one mesh. I love kitbashing. This map as plenty of those kits 😀

Installation

Put the files into :

Local Drive:\Users\YourUsername\Documents\UnrealTournament\Saved\Paks\DownloadedPaks or
Local Drive:\UT4\UnrealTournament\UnrealTournament\Content\Paks

If this directory is not currently on your system, you can safely create it.

Details

The second part of my Journey to Oblevia project is DM-Stalwart XL. Part 2 is still in space since for my project, the assets are sci-fi. The story has been adapted accordingly.

The original Stalwart have the vest armor but as been removed in the XL and imho it was the contrary to do, it should offer more armor since more areas as been added, hence a bigger player count. So, the pickups are the same but there are additions. There is 2 Enforcer + 1 Flak + 1 RL ammo and 25 + 50 + 100 armor spread accros the level positioned at strategic locations.

I took good care of adjusting the height of all floors so while jumping on a higher floor, the movement is more fluid. Same for crates.

The translocator is needed to collect the UDamage and the armor above the small ship.

There is no music track. Instead, I made a custom ambient mix that combine interesting sounds with random values.

When the Redeemer and the UDamage are spawning, an announcer will indicate it.

I hope my version will satisfy gamers looking for a remake that takes advantage of current graphics capabilities, as well as an overall experience worthy of the original.

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

15 comments

  1. Agreed, the lighting is an area of concern in R1 as I did get a slight monochromatic feeling while going around the map. I’m sure you’ll crack that nut eventually.

    A quick run on it and I like this update as you opened it up rather nicely, keeping your attention to detail c’est tres bon mon.

    Ample ninjaheadshooting maneuverability au pleine vitesse.;-)

    Liked by 1 person

  2. Hi Steve, I played it few times 🙂 Nice remake! I did not play Stalwart very much, but I like this one better. A nice 1-on-1 map.

    No escaping from your opponent(s). Not loaded with weapons, just the right amount. The details are again astonishing.

    I am surprised you can only reach the amp with a translocator, since your no fan of it 🙂

    Liked by 1 person

    1. Hi Mic 🙂

      THX for the kinds words, I’m pleased with your feedback 😀

      Indeed, I’m not a fan of the TL in DM / TDM but since it was necessary in the original and that I’m making a remake, it was mandatory. I use the TL only when I play CTF.

      I’m happy you like it. The final will look even better, hé hé! I’ll release the final in few weeks after R1. Meanwhile, I’ll watch your replays in case you write some comments while playing.

      Like

  3. Thanks for your work.
    The first release was amazing i will test the final version asap.
    Merci pour tout ce que tu nous fais profiter, et de ton temps libre en plus 😉

    Liked by 1 person

    1. THX for your kinds words Sam 😀

      C’est un plaisir de partager ma passion avec ceux qui apprécient vraiment tout ce que ça implique de produire et partager des maps de cette qualité 🙂

      Like

  4. Hey there Steve, the layout is good had some good matches both duels and up. But also when you slow down to take in the ambiance – their is a lot to love. So I’ve made a list:

    I love:
    all the windows on the sides and roof, just great nebula, stars and antennas animations.
    The material animation on the various monitors
    The particle effects on the fans and vents as well as the ambient sounds pass you gave them
    Lighting is subtly improved.
    Weapon pickups are much improved (thank you)

    And just amazed how well you built the space ship, so well you can detonate a redeemer inside with no major consequences through out the ship =)

    Thanks again for sharing your labor of love =)

    Liked by 1 person

    1. Hey buddy 😀

      In fact, I’m extremely satisfied of the pickups additions I’ve made. The layout is the same as the original, I only change the geometry a bit of some areas but gameplay is much better with the added pickups 🙂

      Your list is all details stuff that imo add to the immersion of a level. All those took me a good amount of time!

      I like the fact the one who have the Redeemer can collect it and launch it before the hangar door close so he can stay secure while everyone else are blown away 😀 It’s a VERY strong and resistant ship which can absorb all that Redeemer destructive energy lol 😛

      I’m happy when players truly appreciate the work I share with them by their feedback and it’s encouraging me to continue to do so 🙂

      Like

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