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[UT4] DM-Foundry (Mapcore Challenge WIP)


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Posted (edited)

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

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Edited by Sigma
  • 2 weeks later...
Posted (edited)

Download Link: https://dl.dropboxusercontent.com/u/67491617/UT/DM-Foundry-007-WindowsNoEditor.pak

Alternative Download Link: https://ut.rushbase.net/Sigmafie/DM-Foundry-007-WindowsNoEditor.pak

Updated to Completed Whitebox: April 30

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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.

Edited by Sigma
  • 2 weeks later...
  • 2 months later...
  • 4 months later...
Posted (edited)
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

Edited by Sigma
Posted
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?

Posted
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. :/

  • 2 weeks later...
Posted (edited)

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!

Edited by Lkarlsson

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