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[UT4] DM-Chamber


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Map is available here: https://utcc.unrealpugs.com/map/348-DM-Chamber






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Hi! I'm making DM map for Unreal Tournament 4. The goal of this project is to make fun cool looking map with custom art within 100 mb file size.

It features trap room in the center of the map and zero grav pools. Playtesting was really fun :)

Here's bsp layout screenshots





After 5 versions of this map and playtests I started an art pass for this map. Still very rough but I managed to come up with some interesting basic shapes and basic lighting, so it's a good start I think.





This map is available here: https://utcc.unrealpugs.com/map/348-DM-Chamber

Edited by Ubuska
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Finished this map today, you can download it here: https://utcc.unrealpugs.com/map/348-DM-Chamber

This was hard to pull off because art in this map is custom 100% and I managed to get the size of 150 mb which is great. Making this level was a blast for me so please feel free to play it! :)





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11 minutes ago, Interfearance said:

Wow this looks great! The flowing curves looked really hard to make. Did you use maya to make the assets?


I used blender for all tasks. Flowing curves was hard to make look right, actual making process was pretty straightforward though. I used curves and when I felt that they look good I converted them to meshes and optimized/unwrapped them.

Edited by Ubuska
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Ah I always wanted to use Blender to be able to sell 3d models (Maya student is non-commercial). After learning Maya blender felt backwards and it was a difficult transition. I even tried remapping all the keys to make it feel more like Maya. Apparently they both have unique advantages and a lot of people prefer blender. I should really get into it..

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Here's breakdown of the map in terms of art pass - final collision and blockout stage. Pretty interesting stuff I think :)

[ 1 ] Art pass - Final Collision - Blockout





[ 2 ] Art pass - Final Collision - Blockout






[ 3 ] Art pass - Final Collision - Blockout






[ 4 ] Art pass - Final Collision - Blockout






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35 minutes ago, Vilham said:

Nice, looks awesome, whats performance like?

The depth of the lines in the floor look pretty large and make it more difficult than it needs to be to read the surfaces, out of interest how do they interact with grenades? Do they use player collision?

Yes, grenades interact with player collision. Performance-wise it works great even on low end machines thanks to scalability settings, heavy LODing and stationary lights. Though there is a room for improvement performance-wise and in terms of visuals to the low settings scenario. I will make more lights stationary to make low graphics look better.

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