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[UT4] DM-Foundry (Mapcore Challenge WIP)

  • Sigma
  • April 18, 2016 at 5:57 AM
  • Sigma
    • April 18, 2016 at 5:57 AM
    • #1

    TSD-Foundry

    TSD-Foundry will be a small arena style level that offers multiple pathways to high-conflict areas. The layout will double well as a 1v1 Duel maps as well as a FFA and TSD map. Thematically it will be a mix of a foundry and architecture found at the National Cathedral in Washington D.C. done in a decrepit style (think Erebor from The Hobbit). This is the basic layout of the central room where-in there is the forge, water wheels, an overhead bridge to access the forge from the top, and a recessed floor area originally intended for molten metal that can now be used to access the bottom of the forge where a significant power-up will be. Caution though, as you will be viewable from all sides and are locked into a tight quarters area - the perfect flak/shock rifle/rocket launcher killzone.


    Early Screenshots

    [Blocked Image: http://i.imgur.com/cZlglqM.jpg]

    [Blocked Image: http://i.imgur.com/JS6ojrB.jpg]

  • Sigma
    • April 27, 2016 at 4:58 AM
    • #2

    Here is a download link to the current version. Still a helluva LOOOOONG ways to go with it. Got the basic basic blockout done and volumes in. It is playable as bare minimums but is in no way a complete whitebox.

    https://dl.dropboxusercontent.com/u/67491617/UT/…owsNoEditor.pak


    [Blocked Image: http://i.imgur.com/MRX4w65.jpg]

  • Sigma
    • April 29, 2016 at 5:46 AM
    • #3

    [Blocked Image: http://i.imgur.com/ACmvrrn.jpg]

    Name: John Emerson

    Nick: Sigmafie

    Map Name: TSD-Foundry

    Download Link: https://dl.dropboxusercontent.com/u/67491617/UT/…owsNoEditor.pak


    Toiled away at it some more tonight. Still not perfect as I noticed some glitches while play testing. I will have to go through and fix those up - although I am a little confused as to why they occurred.

  • Sigma
    • April 30, 2016 at 2:43 AM
    • #4

    Download Link: https://dl.dropboxusercontent.com/u/67491617/UT/…owsNoEditor.pak

    Alternative Download Link: https://ut.rushbase.net/Sigmafie/DM-Fo…owsNoEditor.pak

    Updated to Completed Whitebox: April 30

    [Blocked Image: http://i.imgur.com/ZMVtSac.jpg]

    [Blocked Image: http://i.imgur.com/cq2YouI.jpg]

    [Blocked Image: http://i.imgur.com/8WRQk3n.jpg]

    [Blocked Image: http://i.imgur.com/cOpoQf0.jpg]

    [Blocked Image: http://i.imgur.com/nJcGI84.png]

    There are actually two more Objective points. One in the center and a matching one to the location of the southern one. Not certain why they are not showing up on the minimap right now. Will look at it tomorrow and do some materials work. Will probably do some BSP adjustments to adorn certain areas with ornamentation as well.

  • Sigma
    • May 12, 2016 at 8:15 PM
    • #5

    I asked a goodfellow (Adam Wood) if he could do a quick thumbnail sketch for me to help me realize some detail in concept for this level. He hit me with this awesome beast:

    [Blocked Image: http://i.imgur.com/NRc3BZM.jpg]

  • Sigma
    • July 28, 2016 at 4:31 PM
    • #6

    [Blocked Image: http://i.imgur.com/euOdG27.jpg]


    Decided to completely rip apart the old level and rebuild it. Gave it a more sci-fi feel. Currently packaging for sake of testing. Still whitebox only.

    Download the PAK Here: https://dl.dropboxusercontent.com/u/67491617/UT/DM-Concordia-002-Lighttest-WindowsNoEditor.pak

  • Sigma
    • July 29, 2016 at 3:00 PM
    • #7

    [Blocked Image: http://imgur.com/GkMjQrm.jpg]

    [Blocked Image: http://imgur.com/LQV0PXq.jpg]

    [Blocked Image: http://imgur.com/aa7dTHl.jpg]

    [Blocked Image: http://imgur.com/VHuAQR9.jpg]

    [Blocked Image: http://imgur.com/uTSKiK2.jpg]

  • TheOnlyDoubleF
    • July 29, 2016 at 4:44 PM
    • #8
    Quote from Sigma

    On 12/05/2016 at 9:15 PM, Sigma said: I asked a goodfellow (Adam Wood) if he could do a quick thumbnail sketch for me to help me realize some detail in concept for this level. He hit me with this awesome beast:

    [Blocked Image: http://i.imgur.com/NRc3BZM.jpg]

    WOW I want to see your level looking like this !!!

  • Sigma
    • July 29, 2016 at 5:27 PM
    • #9
    Quote from TheOnlyDoubleF

    10 hours ago, TheOnlyDoubleF said: WOW I want to see your level looking like this !!!

    That's the goal :D

    Updated PAK: https://dl.dropboxusercontent.com/u/67491617/UT/DM-Concordia-003-Lighttest-WindowsNoEditor.pak

  • Sigma
    • August 5, 2016 at 4:18 PM
    • #10

    https://redirect.mpforums.com/ut4/users/Sigm…owsNoEditor.pak


    No meshing yet - still finalizing the whitebox.

  • Lkarlsson
    • December 10, 2016 at 1:53 PM
    • #11

    Hey, it seems I'm unable to run this map on newer UT versions. Would you mind uploading a new build, I'd love to check it out!

  • Sigma
    • December 10, 2016 at 5:53 PM
    • #12
    Quote from Lkarlsson

    8 hours ago, Lkarlsson said: Hey, it seems I'm unable to run this map on newer UT versions. Would you mind uploading a new build, I'd love to check it out!

    @Lkarlsson - I can work on that. I have not worked on this level in quite a while due to life events. I'm glad you brought my attention back to it! It's still just a greybox at the moment, but I will do a build and upload here. I have a list of assets I was going to create for this as well - now that I have some improved skills I think I can tackle this confidently.


    @Lkarlsson: Here you go for an new baked copy. I believe this was the last version I worked on.

    Download: https://dl.dropboxusercontent.com/u/67491617/UT/DM-Concordia-005-WindowsNoEditor.pak

  • Lkarlsson
    • December 12, 2016 at 9:33 AM
    • #13
    Quote from Sigma

    On 2016-12-10 at 6:53 PM, Sigma said: @Lkarlsson - I can work on that. I have not worked on this level in quite a while due to life events. I'm glad you brought my attention back to it! It's still just a greybox at the moment, but I will do a build and upload here. I have a list of assets I was going to create for this as well - now that I have some improved skills I think I can tackle this confidently.


    @Lkarlsson: Here you go for an new baked copy. I believe this was the last version I worked on.

    Download: https://dl.dropboxusercontent.com/u/67491617/UT/DM-Concordia-005-WindowsNoEditor.pak

    No problem, thought it looked interesting. The link isn't working for me for some reason though, getting 404'd. Are all the sharing settings correct?

  • Sigma
    • December 12, 2016 at 1:54 PM
    • #14
    Quote from Lkarlsson

    4 hours ago, Lkarlsson said: No problem, thought it looked interesting. The link isn't working for me for some reason though, getting 404'd. Are all the sharing settings correct?

    I will check this in about 9 hours when I get off work. Looks like I may have shutdown my computer prematurely last night. :/

  • Lkarlsson
    • December 20, 2016 at 8:28 PM
    • #15

    Very enjoyable map, especially the central hub area with the exposed rocket launcher and the sniper perch. The rocket definitely has the risk-reward going of being in a very vulnerable position but at the same being fairly easy to rocket jump away from. Overall I found the weapon placement to be really good, with every weapon being instantly viable. The small trench connecting to the lava pool in the central area could perhaps use some tweaking, since I found it to be a flow-stopper to get out of. One possible solution could be to just fill it with magma, mainly because it's cool to jump across lava pits, but also to reinforce the magma element. The area with the beams and alcove next to the rocket could probably be used to serve more of a purpose as well, maybe you could create an alternate path to the next floor or put some vials there or something.

    Another area I liked was the narrow corridor with the long window. I can imagine alot of baiting taking place there, due to both exits being easily covered by one player. Other than that the layout was readable and the map-size seems appropiate for the amount of players you are going for, never had any downtime. I couldn't get to the island by the Link Gun, but I assume that's a WIP thing. Good work!

  • Sigma
    • December 21, 2016 at 2:03 PM
    • #16

    Thank you @Lkarlsson!

    I assume when you say island by the link gun, you mean where the redeamer is placed. You have to jump out of the windowed area nearest it from the upper floor (there is an elevator next to this on the inside).

    The narrow trench will be on a timed lava fill actually. My intent is to make the level a little dynamic by having the large pots moving into and out of the hot magma area (to collect magma), then deposits them into the collector piece that the stinger sits on top of (making this a timing grab to avoid the magma), and then after 3-6 "fills" the collector will release the magma downwards onto the jump boots and send the magma back into its original connector point. At least... that's my hope. Whether this is good for gameplay is, of course, another issue altogether.

    As for the area with the beams, I have an idea drawn up on how to make that better and leading into one of the other areas. My thought on that was it would be a drainage point for the fire suppression system inside of this building, and lead to the adjacent lower-level room to increase entry/exit opportunities there as it can get tight if 3 or more players are there. Lot's of assets to create including 6-axis robotic arms, welders, beams, suppression systems, floors, walls, lights, all that good stuff.

    I'm glad you like it and liked the pacing!

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