\n \nWe’ve also made functional and balance updates to various weapons, including the Redeemer, Flak Cannon, Grenade Launcher, and Lightning Rifle. We’ve also revamped the spawn selection system for DeathMatch, Team DeathMatch, and Capture the Flag. Finally, we’ve discontinued support for the Win32 platform, which had very low player counts and added a significant support burden.
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\nThe new Blitz game mode combines elements of the classic Capture the Flag and Assault game modes in an intense new round-based mode. Check out Fort, one of the Blitz levels, which is in the midst of its transformation from a gameplay shell to a fully meshed level. We’ve continued to make improvements to the mode, with a focus on improving game state awareness of players through announcements, sounds, and improved HUD overlays. You can now also play Blitz with your friends in co-op against various skill levels of enemy bots. \n \nThe Blitz gameplay shell FR-Loh has undergone significant layout changes. The opening area was changed so that the attackers, when they are able to overload one of the sides in the opening area and take the rally, don't get flanked so easily. This also makes combat direction around those rally points a bit more predictable and less circular and helps prevent the defensive positions being able to spam both points. Temple rally was too strong once taken and the old rally point inside of cave right before courtyard was awkwardly placed, causing combat issues. \n \nWith the Tower Rally before caves now easier for attackers to take and hold, we moved the cave rally out into the upper courtyard area which is now called "Shrine". The goal was to give the attackers another option/strategy within courtyard, rather than just wanting to overload Temple every time, but also to allow the defense to try to contain the attackers within the cave if they successfully defend shrine. Overall, the main goal was to make the combat direction a little bit more linear and simple within the chokes and allow the optional swings and direction changes be outside in the combat bowls themselves. \n \n \n \nThe Redeemer now fires a guided missile regardless of which fire button is used. After 0.5 seconds, the guided missile can be detonated (primary fire) or release to continue on its current trajectory (secondary fire). The redeemer explosion now expands over 0.54 seconds instead of 1.08 seconds. The Flak Cannon shard spread is now more consistent. Flak shard overlap radius is now smaller, and reduces to its final size faster than before.Grenade overlap radius, damage, and bounce behavior were all tweaked. Lightning Rifle max ammo was reduced. \n \n \n \nThe new spawn selection system for DeathMatch, Team DeathMatch, and Capture the Flag improves the randomness of what player starts are chosen, and results in more different available starts being used. \n \nWe’ve improved the messaging and start up process for host controlled match start, which is enabled by default for Hub matches and LAN servers.With host controlled start enabled, the player who started the match has control of when the match will start. That player can end warm up and start the match at any time, regardless of how many other players have joined.You can check HERE for a detailed change list.
\n","tags":["releases","update","redeemer","blitz"],"trendingImageAlt":"May Update","trendingImage":"https://cdn2.unrealengine.com/UnrealTournament%2Fblog%2Frelease-notes-may-16%2Fflagrun-1920x1080-973ab183db633cf938ba4cbdeb3ed421cfae2239.jpg","cat":"Releases","subtitle":"Unreal Tournament Patch 0.1.11 is now available!","sticky":true,"short":"Unreal Tournament Patch 0.1.11 is now available! You can expected updates to Blitz, the Redeemer and more.","featured":true,"date":"2017-05-16T12:08:26.628Z","link":"b90d80d6-87b6-4bc2-b7f2-0e929ba89f3a","_id":"b90d80d6-87b6-4bc2-b7f2-0e929ba89f3a","pageMapping":"b90d80d6-87b6-4bc2-b7f2-0e929ba89f3a","slug":"release-notes-may-16","urlPattern":"/blog/release-notes-may-16","locale":"en-US","_script":"undefined","category":["releases"],"shareDescription":"Unreal Tournament Patch 0.1.11 is now available! You can expected updates to Blitz, the Redeemer and more.","catLocaleMap":{},"nextSlug":"release-notes-june-28","prevSlug":"blitz-level-design"},{"trending":true,"image":"https://cdn2.unrealengine.com/UnrealTournament%2Fblog%2Fblitz-level-design%2Fsidbio_480x320_1493815672303_441x320_1493815709029-441x320-d2f1a7f18ca5bda00577bf0c9db829a3f2fb69e6.jpg","author":"Flak","_type":"Common Post","alt":"Blitz Level Design","title":"Blitz Level Design","content":"\n
by Sidney Rauchberger \n \nToday we are taking a look at the origins, current state, and future of Blitz level design. \n \nThis blog post is intended for anyone that has a general interest in our approach and thought process when designing levels, as well as community level designers that are interested in helping contribute to and shape the Blitz experience with their own creations. \n \nOur goal is for Blitz to become the primary 5v5 game mode for Unreal Tournament. We want to retain some of the core ideas of what make Arena Shooters fun, while at the same time modernizing aspects of the game that may be stuck in “legacy land” for no particularly strong reason. \n \n(All map names in this post are working titles)
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Origins
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Our first testing grounds for Blitz were a few of our old asymmetrical CTF shells. We knew that asymmetry was going to play a huge part in the gameplay and feel of Blitz, so those types of maps were a logical place to start to get something up and running quickly. \n \nSo what are the origins of Blitz level design, and what did we learn from them?
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CTF-Bigrock ended up being the shell we iterated on the most because a lot of its inherent design lent itself well to Blitz as a starting point.
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Good:
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The closest thing we had to spawn rooms at the time already loosely existed in the attacker base
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The midfield was open while still providing some cover, and the flag carrier’s path was easy to catch up on and track if you were paying attention (instead of our current tagging system, we started experimenting with cameras at certain choke points to make sure the carrier couldn’t sneak by unseen)
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There were three main routes into the defender base, two of which connected back together before hitting the capture point
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Powerup and armor locations made for valuable secondary objectives that were contestable
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Bad:
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While the attackers had spawn rooms, the defenders had none (limited lives weren’t a thing yet)
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While open, the midfield was also incredibly linear - there weren’t many interesting choices to make on your way to the next area
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Dropped flags often ended matches or provided the defending team a huge time advantage because they were so easily locked down (this eventually led to the backtracking mechanic of the dropped flag, which allowed for fun dynamic shifts and decision making around the flag instead)
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Rally wasn’t a thing yet - the whole map felt like one big slouch across without any meaningful checkpoints or gathering spots to hit
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Blackstone was the first shell that was purpose built for Blitz, and incorporated a lot of the lessons learned from testing Bigrock. We learned a ton more with this one and came up with a lot of core components and mechanics of the game mode thanks to this map. It is currently on hold but we may return to this and give a few areas a once over now that we know more.
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Good:
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Blackstone had a great overall narrative in its structural design and premise that was immediately more easily understood (battlements are a natural first perimeter, breaching a castle, etc)
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It took from the open concept of Bigrocks midfield and expanded and improved upon it by adding a second lane (“Bridge”) next to “River” that allowed for different approaches and forced defenders to chose where to pay attention.
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One of the core concepts born out of this map is the proximity and traversal between the options players get at the first choke point. In “Courtyard” defenders are able to rotate their numbers to anticipate shifts in attackers movements without being too far removed from each side.
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We eventually made a conscious choice to only rely on jump pads for critical path gameplay to allow teams to move together. Lift jumps are still a valuable option but should be looked at as supplemental.
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The redeemer was introduced as a side objective that is only available to the attacking team (it eventually ended up in the attackers’ spawn to prevent griefing and allow it to be a more consistent element in attacker play)
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It introduced the raw form of combat bowls and choke points to the mode with 3 appreciable steps (“Courtyard”, “Antechamber”, “Throne Room”) that eventually led to the creation of rally points (which were first iterated on in this map)
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Bad:
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With the introduction of rally points came the need to purposefully design spaces for them that allowed for enough space around them - which proved to be a challenge with the limited space and still requires more work to make them work effectively
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The attacker lead up into the first combat bowl was too long, repeated spawning (even with rally) often felt tedious (and a bit mazey).
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Choke points were very even in size, and especially deeper into the map were too easily controlled from one position.
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The defender spawns were sitting in between the entrance to the defender base and the delivery point (and had only one exit for the majority of its development) which lead to a lot of spawn camping and frustrating cut-offs
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The defender base had a high entrance that allowed for very volatile trick-jump-insta-cap scenarios that were not easily anticipated and observable, making for frustrating “what just happened” moments.
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Blitz Level Design 1.0
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The first 3 maps we are moving forward with are Fort, Loh, and Meltdown. We feel these maps best represent the components we distilled down to be crucial to the Blitz experience. One key element to keep in mind is that we are putting a lot of focus on making sure these first few maps are easily digested as an entry to Blitz and don’t try to get into the way of the game mode. We aren’t aiming to be flashy with complexity, but instead are trying our best to distill the experience down to its simplest parts to let the game mode shine.
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Level Structure & Components
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The following is a simple structural breakdown of the main components of our maps that so far have been successful. They are a good example of sharing all the same basic elements while at the same time trading length for complexity. \n
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The key components shared across all maps are:
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DEFENDER SPAWN
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Staging area and safe space for the defenders. Provides the ability to heal and stock up on ammo. Only defending team can shoot through exit barriers.
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Exits need to establish good flow into defender base and provide options to combat potential spawn griefers. Minimum of 2 exits (or 1 exit in the case of split rooms).
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Make an effort to give attackers good visibility into the area immediately surrounding the spawn door
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I.e. one-way windows, 45 degree slants following the exit, etc.
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Since players are protected in their spawn rooms we need to be careful not to place the doors in direct line of sight of key areas (i.e. overlooking capture point)
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Opportunity to thematically stage the level, affords freedom to do some set dressing since there is no combat happening.
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CHOKE POINTS
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Can be short thresholds or small spaces.
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They are relatively tight, contrast in spacing with the bowls they are connected to and function as funnels for attackers.
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Chokes have to be easily understood and identified via their physical structure.
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PERIMETERS
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A natural boundary/defensive line that is easily understood by both attackers and defenders.
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The first of these is where defenders are comfortably able to get to within the door unlock time.
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Holding and pushing past these thresholds should feel like a big power shift between attackers and defenders.
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RALLY POINTS
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Utilized to build or maintain momentum, fake out defenders, quickly rotate between lanes, and gather the attackers together to push.
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Placed near (before and/or after) choke points. They need to be oriented in the direction you want rallying players to face as they teleport in. They are ideally situated on the outer edge of the map, adjacent to the major flow direction.
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In most cases, rally points should be in a space that is open enough to be contestable while still offering a moderate amount of cover and/or evasive space.
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Rally Points must have a strong landmark nearby (ideally integrated) that can be utilized for call outs.
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COMBAT BOWLS
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Bigger and more open, arena-like spaces. Affords largest surface area for gameplay variance and experimentation.
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The carrier is challenged to traverse these with the help of his or her team and *has* to be easily visible to defenders while on the move when someone is paying attention. Making these too porous and maze-like means a carrier can easily sneak through without ever being seen, which is bad. At the same time, we have to make sure that there is enough cover to dart between while still allowing sight lines through easily understandable corridors that are long enough for players to utilize effectively.
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Multiple lanes that interconnect with each other and with choke points in ways that add advantages and disadvantages to taking each path.
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Pickups (weapons/armor/powerups) act as sub-objectives for players.
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It is generally advisable to not go too wide with these spaces to ensure the overall combat front is maintained and we don’t introduce a secondary perpendicular front.
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ATTACKER SPAWN
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Staging area and safe space for the attackers. Provides the ability to heal and stock up on ammo. Only attacking team can shoot through exit barriers.
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Provides access to a Redeemer (spawns after 3 star time has elapsed).
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Exits need to establish good flow into connected combat bowl and provide options to combat potential spawn griefers. Minimum of 2 exits (or 1 exit in the case of split rooms).
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Opportunity to thematically stage the level, affords freedom to do some set dressing since there is no combat happening.
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Things Of Note
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Blitz is designed for and played in 5v5 only
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FR-TestMap is the go to spot for copy/pasting the basic level setup and getting started on a new shell
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The basic level flow is intentionally simple and straightforward.
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While we consider the overall structural breakdown to be established already, there is room for variance and some added complexity inside of the individual elements for future, more advanced designs.
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Rally points have the ability to control our Team Door actors (which is utilized in Fort)
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This can theoretically be expanded to other actors via interface, but it is recommended that this element is utilized sparingly.
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We exercise caution when providing attackers and defenders with their default weapon loadouts
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Attackers typically start with Link Gun & Shock Rifle
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Defenders typically start with Link Gun & Rocket Launcher
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Those patterns have so far proven most successful for us (5 man shock is insane on defense the same way 5 man rocket is on offense).
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It takes some restraint to create a successful Blitz map.
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It is very easy to get too elaborate with paths and designs, or jump to the conclusion that “more objectives=more choice=more fun”.
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The major flow direction of the level should avoid 90 degree angles as much as possible
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We want to avoid creating perpendicular combat fronts as much as possible
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45 degrees is generally the better choice.
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Traversal time from carried object spawn to delivery point should be no longer than 20-25s
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Blackstone, Heist, and Highroad are our other shells that are currently on hold and may be revisited later. They don’t hit the same quality bar yet but may still be useful for investigation of what works and what doesn’t and/or serve as inspiration for improvements in your own designs.
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In Conclusion/The Future
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The entirety of the creation of Blitz throughout its various iterations has been a huge team effort. Every discipline on our internal team as well as the community have had an influence and helped in solving particular problems in unique ways across all fields. \n \nThe team is currently hard at work turning our first Blitz shells into finished levels and is continuing to refine the overall experience. \n \n \nAt some point soon we will be taking a look at what to tackle next with regards to future Blitz levels and we’ll likely be looking at ways to reconfigure the formula without straying from the overall structure. We’ll also be exploring ideas that can afford to offer some more advanced and intricate geometry without creating an experience that is opaque and unfriendly to people that are just starting to get their feet wet. \n \nThis is where the community can have a huge impact on further shaping Blitz by refining and pushing on existing standards as well as exploring ideas that might otherwise be seen as fringe but could turn out to be amazing. \n \nWe hope this article will serve as a useful resource. Please feel free to leave questions in the comments or on the forums and we’ll try our best to answer them.
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A comprehensive and a little more detailed PDF file that includes technical details and instructions can be downloaded here \n \nSidney Rauchberger started doing level design contract work for Epic Games in 1999 for the Unreal Tournament series. He joined full time in 2005 and has since worked on games like Unreal Tournament 3, Gears of War 1, 2, 3, and Judgment, Infinity Blade Dungeons, and Paragon. Sid is now Lead Level Designer on the new Unreal Tournament.
\n","trendingImageAlt":"Blitz Level Design","trendingImage":"https://cdn2.unrealengine.com/UnrealTournament%2Fblog%2Fblitz-level-design-tutorial%2Fblitzld-1791x703-aa0049bf6b307f4dec0bc8fd0cf0bc176b442f1a.jpg","subtitle":"Sidney Rauchberger walks us through the design of a Blitz level for Unreal Tournament","cat":"Level Design","sticky":true,"short":"Sidney Rauchberger walks us through the design of a Blitz level for Unreal Tournament","featured":true,"date":"2017-04-26T13:51:00.000Z","link":"dcccd345-9bfb-4207-bfb5-cc2c517196a8","_id":"dcccd345-9bfb-4207-bfb5-cc2c517196a8","pageMapping":"dcccd345-9bfb-4207-bfb5-cc2c517196a8","slug":"blitz-level-design","urlPattern":"/blog/blitz-level-design","locale":"en-US","_script":"undefined","category":["level design"],"tags":[],"_metaTags":"","shareDescription":"Sidney Rauchberger walks us through the design of a Blitz level for Unreal Tournament","catLocaleMap":{},"nextSlug":"release-notes-may-16","prevSlug":"the-making-of-fort-part-two"},{"trending":true,"image":"https://cdn2.unrealengine.com/UnrealTournament%2Fblog%2Fthe-making-of-fort-part-two%2Fworking_480x320_1492692682654_442x320_1492692793207-442x320-ec68292a7780ba1730906be565f6b3e22b332bd4.jpg","author":"Flak","_type":"Common Post","title":"The Making of Fort: Part Two","content":"
Stacey Conley: Where did you get the idea for Fort? \n \nStuart Fitzsimmons: The initial idea for Fort actually spawned from a discussion I had after an early Blitz play test. A lot of the level design for flag run is based around having larger maps with five minute rounds. At the time, I wanted to try a modification to the game mode which reduced the round time and condensed some of the action into more bite sized chunks. To do this effectively, I needed a smaller map that people could instantly understand but also offered a wide variety of ways to score. That is when I came up with the idea of making Fort. A fort is immediately recognizable as a defensive structure and so players can very quickly know what they need to defend or attack, depending on which team they are on.
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\nSC: Did you do a storyboard first, or did you have the layout in your head? \n \nSF: I actually had the initial idea for the structure of the Fort in my head and just dove into the editor and started building. The rest of the map then came organically as I was building and solving problems around the structure. In the past, I've certainly used sketches for some maps but it always just depends on how strong of an idea I have at the start. Sometimes I like to just jump in and start laying down shapes. \n \nSC: What is your first step when you open the editor and start the map? \n \nSF: My initial focus when starting a map is usually on trying to establish the scale and combat distances of the main focal point of the level I'm building. With DM-Chill, I started out building the main courtyard and establishing the distances between the buildings and connection points. With Fort, I started building up the main defensive wall and figuring out where I wanted the entry points of the structure and how they interacted with their surroundings. I wanted the fort to be a convex type structure so the defense feels like they were gradually getting pinned in and attacked from all sides towards the end of the round.
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\nSC: How do you decide what needs changed? \n \nSF: A lot of the changes to a map usually come from a mix of personal experience as well as play test feedback within the team and from the community. With Blitz also being under development while I came up with the layout for Fort, a lot of the changes have been influenced by the progression of Blitz as a game mode. Gameplay mechanics like "Rally" coming online have definitely dictated some of the flow of the level mixed with general play test feedback within the team. \n \nYou can play the work in progress map, "Fort" in Blitz right now! Grab the latest version of Unreal Tournament from the Epic Games Launcher. Don't have the Launcher? Download it at unrealtournament.com! \n \nStuart Fitzsimmons joined Epic Games in 2003 as a Level Designer for Unreal Tournament 2004. Since then, he has worked on games such as Gears of War, Fortnite and Unreal Tournament 3. Stu's role is now Sr. Gameplay Designer on Unreal Tournament.
\n","tags":[],"trendingImageAlt":"Fort WIP","trendingImage":"https://cdn2.unrealengine.com/UnrealTournament%2Fblog%2Fthe-making-of-fort-part-two%2FFortWIP_02-2388x1344-dd2d8e0c1d2e5e7a9ba1092fbc00fd1661672d59.jpg","cat":"Level Design","subtitle":"Stu Fitzsimmons on what goes into designing a level for Blitz","sticky":true,"short":"Stu Fitzsimmons on what goes into designing a level for Unreal Tournament's latest gametype, Blitz.","featured":true,"date":"2017-04-20T12:21:41.172Z","link":"c6a4c7eb-eecb-4ea5-8c49-fd115b0f85cb","_id":"c6a4c7eb-eecb-4ea5-8c49-fd115b0f85cb","pageMapping":"c6a4c7eb-eecb-4ea5-8c49-fd115b0f85cb","slug":"the-making-of-fort-part-two","urlPattern":"/blog/the-making-of-fort-part-two","locale":"en-US","_script":"undefined","category":["level design"],"shareDescription":"Stu Fitzsimmons on what goes into designing a level for Unreal Tournament's latest gametype, Blitz.","catLocaleMap":{},"nextSlug":"blitz-level-design","prevSlug":"release-notes-april-18"},{"trending":true,"image":"https://cdn2.unrealengine.com/UnrealTournament%2Fblog%2Frelease-notes-april-18%2Fblitz1_1315x949_1492524406538_444x320_1492524421935-444x320-68f3cf2d29d867fca2183335bcbbe0af6b068f32.jpg","author":"Flak","_type":"Common Post","title":"Release Notes April 18","content":"\n\n
\nThe 0.1.10 Unreal Tournament update was released today. Blitz is the new name for the new game mode we’ve been calling Flag Run. It’s continued to see a lot of improvement. This release also includes the final Grenade Launcher mesh with new animations. There have been a lot of improvements to animation in general, for both first person and third person (other players) animations. We’ve made more movement and weapon balance tweaks, and modified Duel game rules based on competitive community feedback. We’ve been working on refining the match start process, including streamlining warm up and the rules for when the match begins. Check out the new update video for more details on gameplay changes. \n \nThe Grenade Launcher is now close to visually final, although the effects are still placeholder. The primary fire mode launches bouncy grenades that explode on contact or after a short delay. The secondary fire mode fires sticky grenades that explode when secondary fire is pressed again. The Grenade Launcher's primary role is a choke point control and suppression tool. Its timed detonation ability also lends itself well to boosting and traversal. In the hands of a skilled user, the GL is also an effective close range and prediction weapon. \n \n \n \nThe new Blitz game mode combines elements of the classic Capture the Flag and Assault game modes in an intense new round-based mode. Check out Fort, one of the Blitz levels, which is in the midst of its transformation from a gameplay shell to a fully meshed level. We’ve continued to make improvements to the mode, with a focus on improving game state awareness of players through announcements, sounds, and improved HUD overlays. You can now also play Blitz with your friends in co-op against various skill levels of enemy bots. \n \n \n \nWeapon and first person movement animations are undergoing a substantial overhaul. Most of the weapons now have new positioning, new firing and idle animations, and new animations to support player movement feedback. \n \nWe removed the hard deceleration when landing from a dodge, and improved player animation which should help with tracking other players. We’ve also improved animation support for emotes and feigning death.
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\nWe’ve made a number of changes to the 1v1 Duel mode based on competitive community feedback. Overtime now lasts 2 minutes, rather than the match ending immediately on the next frag. There is no longer any spawn protection or powerups in Duel, and weapons now respawn 20 seconds after being picked up. \n \nHub matches now have host controlled match start enabled by default. With host controlled start enabled, the player who started the match has control of when the match will start. That player can end warm up and start the match at any time, regardless of how many other players have joined. Also, the map vote selection interface is now used after standalone matches as well to make it easy to choose your next map. You can check HERE for a detailed change list.
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\n","tags":[],"trendingImageAlt":"Grenade Launcher","trendingImage":"https://cdn2.unrealengine.com/UnrealTournament%2Fblog%2Frelease-notes-april-18%2Fcover-1792x703-cc2d027f5b5a7f38632de42fb6d6cfae45f00024.jpg","cat":"Releases","subtitle":"Animation Updates, Movement Tweaks and More!","sticky":true,"short":"Unreal Tournament Patch 0.1.10 is live! This patch includes animation updates, movement and weapon balance tweaks.","featured":true,"date":"2017-04-17T20:48:00.000Z","link":"062e2252-3626-45f6-88ec-2ce5a7f01e08","_id":"062e2252-3626-45f6-88ec-2ce5a7f01e08","pageMapping":"062e2252-3626-45f6-88ec-2ce5a7f01e08","slug":"release-notes-april-18","urlPattern":"/blog/release-notes-april-18","locale":"en-US","_script":"undefined","category":["releases"],"shareDescription":"Unreal Tournament Patch 0.1.10 is live! This patch includes animation updates, movement and weapon balance tweaks.","catLocaleMap":{},"nextSlug":"the-making-of-fort-part-two","prevSlug":"the-making-of-fort-part-one"},{"trending":true,"image":"https://cdn2.unrealengine.com/UnrealTournament%2Fblog%2Fthe-making-of-fort-part-1%2Fmaking-of-fort-thumb-444x319-31aa9c991b8ebcd49b4bd6c977f2151580db1c56.jpg","author":"Flak","_type":"Common Post","alt":"Making of Fort","title":"The Making of Fort: Part One","content":"Blitz is an intense, round-based game mode that is available now in Unreal Tournament. Be sure to give it a try and give us your feedback on this exciting game mode. \n \nOne of the first levels we'll have available for Blitz is "Fort". I recently asked Epic Games Concept Artist, Adam Wood, about his concepts for the map. When I asked him about the concept process for Fort, he answered, "A lot of concepts were made to explore how the level art could enhance the new game mode Blitz." Adam explained, "There are some key differences between meshing normal Deathmatch and Blitz levels. Putting emphasis on call-out locations and directing players through the map in a more linear progression required a lot of iterating.Deathmatch is often a very circular flow, so this was very different. " \n \nThere were a few issues along the way because of these differences. Adam spent time solving a problem the team kept running into; realistic looking environments tend to blend everything together. Adam said, "It looks great, but it can cause bad depth and readability issues. I explored ways to separate silhouettes from the background. The best broad solution we found was to apply a gradient to the material in certain areas., At different heights the shapes will pop, but it doesn’t work in all cases." \n \nAdam did a quick test to see if this idea could work: \n \n \n \n"It is our hope that you can pick out the silhouettes of the structures easier and understand the depth of the scene a bit better. I think being able to understand your environment is crucial when playing a fast game like UT." \n \nThen the gradients were introduced. Adam noted, "The introduction of the gradients raised a few questions for us since we have a realistic style with PBR (Physically-based rendering) and can’t just throw crazy colors on the walls without it looking out of place. The answers kept leading towards an alien look, so it seemed like a good opportunity to add some Unreal flavor with ancient alien tech/architecture and to possibly reference existing races from the UT universe."\n
\n \nThe map is currently in production and and you can see the work in progress in the current Unreal Tournament build. It is far from complete, but the direction is clear thanks to the concepts from Adam. "We ended up going with this monolithic theme, which seems to fit well in our style of game. Big simple blocky shapes with interesting surface detail that can be used in multiple biomes like jungle, snow, desert, etc. We are still in the process of meshing the map, so I’m excited to see how it turns out!" \n \nThe team is very excited for everyone to play the completed level in Blitz! Be sure to watch next week for more on Blitz and "Fort" from Sr. Designer Stuart Fitzsimmons. \n \nIf you want to give Blitz a try, it is available as a Quickmatch option, on hubs, or offline against bots. If you have any questions about Fort or Blitz, head over to the forum discussion found HERE. \n \n \nAdam Wood joined Epic Games in 2015 as a concept artist for Unreal Tournament. Adam attracted the UT team's attention by creating amazing concepts and assets for UT as a community developer before joining Epic Games.","tags":[],"trendingImageAlt":"Blitz","trendingImage":"https://cdn2.unrealengine.com/UnrealTournament%2Fblog%2Fthe-making-of-fort-part-1%2FUnrealTournament%252Frelease-notes-january-23-2017%252FHighresScreenshot00010-1920x1080-a2f06e99c1605f84be22a3e17d193975861bc879-1920x1080-a2f06e99c1605f84be22a3e17d193975861bc879.jpg","subtitle":"The Making of the Blitz Map, \"Fort\"","cat":"Level Design","sticky":true,"short":"We chat with Adam Wood about his concepts for the Blitz level, Fort. Blitz, formerly known as Flag Run, is available now!","featured":true,"date":"2017-04-07T12:49:00.000Z","link":"0e20250f-2070-4580-8a87-b4ef7176563c","_id":"0e20250f-2070-4580-8a87-b4ef7176563c","pageMapping":"0e20250f-2070-4580-8a87-b4ef7176563c","slug":"the-making-of-fort-part-one","urlPattern":"/blog/the-making-of-fort-part-one","locale":"en-US","_script":"undefined","category":["level design"],"shareDescription":"We chat with Adam Wood about his concepts for the Blitz level, Fort. Blitz, formerly known as Flag Run, is available now!","catLocaleMap":{},"nextSlug":"release-notes-april-18","prevSlug":"release-notes-march-28"},{"trending":true,"image":"https://cdn2.unrealengine.com/UnrealTournament%2Fblog%2Frelease-notes-march-28%2F3-28thumb-444x319-3f96c63379ff6cb2dffe9580cea9538c6d0c96e8.jpg","author":"stacey.conley","_type":"Common Post","alt":"Flag Run","title":"Release Notes March 28","content":"
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\nThe 0.1.9 Unreal Tournament update, released today, features many improvements to the new Flag Run game mode and the addition of a Coop vs. AI multiplayer mode for Flag Run available via QuickMatch or Hubs. Check out FR-Fort as it is in the midst of its transformation from a gameplay shell to a fully meshed level. We’ve also made significant changes to player movement and weapons, including an overhaul of weapon animations. The new Siege PVE mode is now available as a standard mode on Hubs. We’ve also added a number of new Single Player Challenges. We’ve been working on refining the match start process, including streamlining warm up and the rules for when the match begins. \n \nThe new Flag Run game mode combines elements of the classic Capture the Flag and Assault game modes in an intense new round-based mode. FR-Fort is in the midst of its transformation from a gameplay shell to a fully meshed level, and FR-Loh has seen substantial layout changes. We’ve continued to make improvements to the mode, with a focus on improving game state awareness of players through announcements, sounds, and improved HUD overlays. You can now also play Flag Run with your friends in co-op against various skill levels of enemy bots. \n \n \n \nWeapon animations are undergoing a substantial overhaul. Most of the weapons now have new positioning, new firing and idle animations, and new animations to support player movement feedback. We’ve also made balance changes to various weapons, most noticeably to the Flak Cannon primary fire which has significantly reduced damage combined with a faster firing rate. There have also been substantial improvements to hitscan registration in network games. \n \n
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\nYou can now wall run significantly farther that before. We’ve removed the hard deceleration when landing from a dodge, and made other adjustments to player acceleration. The new Siege PVE mode is now available as a standard mode on Hubs. This is an early prototype with lots of placeholder content played on Flag Run levels. Players must work together to hold off the hordes of attacking enemies for 10 minutes.\n\n
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\n \nThis update includes a new simple main page UI for joining LAN servers. There have also been a lot of AI improvements, and many other updates and bug fixes. You can check HERE for a detailed change list.","tags":["update","flag run","release","patch","patch notes"],"trendingImageAlt":"Flag Run","trendingImage":"https://cdn2.unrealengine.com/UnrealTournament%2Fblog%2Frelease-notes-march-28%2F3-28flagrun4-1920x1080-03c7939b835b599c8512140f5544c537aea01c25.jpg","subtitle":"Updates to Flag Run, player movement and more!","cat":"Releases","sticky":true,"short":"The 0.1.9 Unreal Tournament update, released today, features many improvements to the new Flag Run game mode.","featured":true,"date":"2017-03-28T12:27:03.149Z","link":"44f625a2-9bc3-4bf6-9cc8-76455550444d","_id":"44f625a2-9bc3-4bf6-9cc8-76455550444d","pageMapping":"44f625a2-9bc3-4bf6-9cc8-76455550444d","slug":"release-notes-march-28","urlPattern":"/blog/release-notes-march-28","locale":"en-US","_script":"undefined","category":["releases"],"shareDescription":"The 0.1.9 Unreal Tournament update, released today, features many improvements to the new Flag Run game mode.","catLocaleMap":{},"nextSlug":"the-making-of-fort-part-one","prevSlug":"release-notes-january-23"},{"trending":true,"image":"https://cdn2.unrealengine.com/UnrealTournament%2Fblog%2Frelease-notes-january-23%2Flr-444x319-86ff6950c31e7179f4c2b90ea450df1aea06a3f1.jpg","author":"stacey.conley","_type":"Common Post","alt":"Lightning Rifle","title":"Release Notes January 23","content":"
The new Unreal Tournament update, released today, features the new Flag Run game mode. It also includes a new prototype weapon, the Lightning Rifle, as well as improvements to the Grenade Launcher prototype. UT is now on Unreal Engine 4.15, with all the associated new engine features and improvements. New user flow and training has been improved, and the main menu has also been refreshed. LAN servers can once again be launched from the menu. Quickmatch now uses a scaleable instance system and is no longer tied to hubs.
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We’d love to get feedback on our new Flag Run gamemode, which combines elements of the classic Capture the Flag and Assault game modes in an intense new round-based mode. It is still a work in progress and all the playable levels are currently low poly shells. We are excited about its potential and ready to hear from you about it. Flag Run is available as a Quickmatch option, on hubs, or even offline against bots. We’ve also added a training video and tutorial to help get you up to speed quickly. You can give us feedback on the forums, in the Unreal Tournament subreddit, Discord or in the comments below. We’d love to hear from you.
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The Lightning Rifle prototype is a long range hitscan weapon with clearly defined advantages and disadvantages; a sniper weapon feared when used at long range but limited at closer range. It has two very different fire modes depending on whether the weapon is zoomed in.
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When the weapon is zoomed in it will automatically begin to charge as shown by a meter in the scope. If the weapon is fired before it is fully charged, it releases a low powered beam of lightning at the target which can be fired at a fairly quick rate. However if the player allows the weapon to fully charge before firing, it will release a large beam of lightning which does a significant amount of damage to the first target it hits and then chains to cause some damage any nearby targets in line of sight of the hit target.
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When fired from the hip, the rifle will shoot a high speed but low rate of fire projectile which sticks to an enemy and electrocutes them for three ticks of damage over a second. This allows the player make interesting skill shots at medium to close range and defend himself. The Lightning Rifle is currently only available for play using the Weapon Replacement mutator.
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We’ve continued to make progress on our Grenade Launcher prototype. The primary fire mode shoots out bouncy grenades that explode on contact or after a short delay. The secondary fire mode fires stick grenades that explode when secondary fire is pressed again. The Grenade Launcher's primary role is a choke point control and suppression tool. Its timed detonation ability also lends itself well to boosting and traversal. In the hands of a skilled user the GL is also an effective close range and prediction weapon.
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There have also been a lot of AI improvements, changes and improvements to other weapons, updates to the new community maps, new sounds, and many other updates and bug fixes. You can check HERE for a detailed change list. We will also have a video coming soon for a detailed explanation of the changes, additions and updates.
\n","tags":["update","lightning rifle","flag run","patch"],"trendingImageAlt":"Lightning Rifle","trendingImage":"https://cdn2.unrealengine.com/UnrealTournament%2Fblog%2Frelease-notes-january-23%2FLightingGun_Side_onemain-1920x918-5ccd34b8509d5729e46a780bbef90e28f7ffc3c2.jpg","cat":"Releases","sticky":true,"short":"A new Unreal Tournament update has been released and includes a new game mode and weapon.","featured":true,"date":"2017-01-23T14:18:30.963Z","link":"d8498477-1bb9-466d-a289-b463aed6bcc5","_id":"d8498477-1bb9-466d-a289-b463aed6bcc5","pageMapping":"d8498477-1bb9-466d-a289-b463aed6bcc5","slug":"release-notes-january-23","urlPattern":"/blog/release-notes-january-23","locale":"en-US","_script":"undefined","category":["releases"],"shareDescription":"A new Unreal Tournament update has been released and includes a new game mode and weapon.","catLocaleMap":{},"nextSlug":"release-notes-march-28","prevSlug":"unreal-dev-grants-awarded-to-ut-contributors"},{"trending":true,"image":"https://cdn2.unrealengine.com/UnrealTournament%2Fblog%2Fnew-community-maps-on-the-ut-marketplace%2FFeatured_Salt-600x600-3029a5fcd0b11dfe0aa8240039e1a0820b462308.png","author":"Flak","alt":"DM-Salt","_type":"Common Post","title":"Unreal Dev Grants Awarded to UT Contributors","content":"
Epic Games Awards Unreal Dev Grants to Unreal Tournament Contributors
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Epic Games has announced the latest round of Unreal Dev Grants, awarded to recipients for their contributions to Unreal Tournament. Five Unreal Tournament map creators received a combined total of $25,000 for their stunning maps, which are available from the Unreal Tournament Marketplace in the just-released update of the game.
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Epic Games Senior Level Designer, Sidney Rauchberger, worked directly with the community level designers to help make their maps game ready. “We’re thrilled to support UT’s content creators and modders in any way we can, and we encourage the community to continue building and shaping the game by submitting their contributions to the Unreal Tournament forums for feedback and tips directly from the development team.” Sidney said.
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Here are the latest round of Unreal Dev Grants recipients being awarded for their Unreal Tournament contributions and their level designs!
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Map Name: CTF-Polaris \nAuthor: Payback \nDescription: Liandri's deep space mining exploration station Polaris is an ideal location for high level capture the flag tournaments.
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Map Name: DM-Salt \nAuthor: Nato_ChrisJM \nDescription: This monastery/fortress was once home to an ancient order of monks dedicated to contemplating the afterlife. Liandri acquired the site via their ‘Heritage Program’ under the express understanding that they continued the orders work; unfortunately for the monks nobody specified how.
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Map Name: DM-Batrankus \nAuthor: G.Lecter \nDescription: Once main hub of an ancient water distribution system, this site is now completely adapted for the Tournament.
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Map Name: DM-Backspace \nAuthor: Scinbed \nDescription: The ancient winds that permeate this bloodthirsty conclave are said to echo the calls of the old protectors, summoning exiled warriors from afar to prove their worth in trials of combat.
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Map Name: DM-Unsaved \nAuthor: Heresiarch \nDescription: Constructed to exploit a large deposit of Tarydium in the core of a small moon, this remote satellite mining facility is one of the newer Tournament Arenas offered by LMC. Due to the presence of the three X29 fusion devices, the moon has now been displaced into a decaying orbit. This has led its former crew to designate the facility … Unsaved
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The grants were announced on the Unreal Engine Live stream with Sr. Community Manager Chance Ivey. You can check out the archive below.
\n","tags":["community content","marketplace","dev grant","unreal engine"],"trendingImageAlt":"DM-Salt","trendingImage":"https://cdn2.unrealengine.com/UnrealTournament%2Fblog%2Fnew-community-maps-on-the-ut-marketplace%2FScreenShot_Salt_03-1920x1080-1599762ffe53e826f49b13286e0f0366041dcd6a.png","cat":"Community","sticky":true,"short":"Epic Games has announced the latest round of Unreal Dev Grants, awarded to recipients for their contributions to Unreal Tournament. \n","featured":true,"date":"2016-11-14T14:23:00.000Z","link":"e0c5e2c5-a2db-43f5-a07f-311d89c7905b","_id":"e0c5e2c5-a2db-43f5-a07f-311d89c7905b","pageMapping":"e0c5e2c5-a2db-43f5-a07f-311d89c7905b","slug":"unreal-dev-grants-awarded-to-ut-contributors","urlPattern":"/blog/unreal-dev-grants-awarded-to-ut-contributors","locale":"en-US","_script":"undefined","category":["community"],"shareDescription":"Epic Games has announced the latest round of Unreal Dev Grants, awarded to recipients for their contributions to Unreal Tournament.","catLocaleMap":{},"nextSlug":"release-notes-january-23","prevSlug":"halloween-update-available-now"},{"trending":true,"image":"https://cdn2.unrealengine.com/UnrealTournament%2Fblog%2Fhalloween-update-available-now%2Fhalloweenthumb-374x255-1b777573985a8cebd2d7885c899bfd671642d3bf.jpg","author":"stacey.conley","_type":"Common Post","alt":"Unreal Tournament Halloween Thumbnail","title":"Halloween Update Available NOW!","content":"
We have just released an update to Unreal Tournament for you to check out and play! The update has many new features that were included from Unreal Engine 4.13 and 4.14. This update also includes Spooky Facing Worlds from the Halloween content and you will have special challenges and items to unlock!
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Unreal Tournament now has a new Enforcer and a new WIP Grenade Launcher. There have been many changes and tweaks to weapon functionality and balance, as well as improved networking during times of high packet loss.
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We have also polished the tutorial system and new players will be directed right to the tutorials when they enter the game.
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For a complete overview of fixes, changes and updates, check out the following video by Zaccubus or read the release notes over at the Unreal Tournament Wiki. As always, you can post comments and questions below or on our forums. You can also reach us via Twitter and Facebook!
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An Unreal Halloween 2016:
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Spooky version of Facing Worlds\n\t
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Spooky pumpkins and the Boom Broom!
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Earn special seasonal leader hats by picking up Pumpkins on all Epic and Trusted hubs! See your current total on your player card.\n\t
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200 Pumpkins earns the Harvest Gourd.
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1000 Pumpkins earns the Harvest Spectre.
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5000 Pumpkins earns the Harvest Ember.
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Earn special seasonal leader hats for completing the Halloween Offline Challenges\n\t
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Five spooky stars earns the Trickster horns.
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Ten spooky stars earns the Helion horns.
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Fifteen spooky stars earns the Baaler horns.
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Don’t forget to like and follow our social pages for all the latest news, media and official information!
\n","tags":["halloween","release","build","patch","fixes","tweaks"],"trendingImageAlt":"Unreal Tournament Halloween","trendingImage":"https://cdn2.unrealengine.com/UnrealTournament%2Fblog%2Fhalloween-update-available-now%2Fhalloweencover4-1794x699-1c55ddeee20ecad8c3182e47211fad3c82ac4e2e.jpg","cat":"Releases","sticky":true,"short":"There is a new Unreal Tournament update available today with many new features that were included from Unreal Engine 4.13 and 4.14. This update also includes Spooky Facing Worlds from the Halloween content and you will have special challenges and items to unlock! Check out the blog post for more.\n","featured":true,"date":"2016-10-18T16:33:00.000Z","link":"240a1a00-1233-4273-bd52-30e625baed86","_id":"240a1a00-1233-4273-bd52-30e625baed86","pageMapping":"240a1a00-1233-4273-bd52-30e625baed86","slug":"halloween-update-available-now","urlPattern":"/blog/halloween-update-available-now","locale":"en-US","_script":"undefined","category":["releases"],"_metaTags":"\n\n\n\n\n\n","shareDescription":"There is a new Unreal Tournament update available today with many new features that were included from Unreal Engine 4.13 and 4.14. This update also includes Spooky Facing Worlds from the Halloween content and you will have special challenges and items to unlock! Check out the blog post for more.","catLocaleMap":{},"nextSlug":"unreal-dev-grants-awarded-to-ut-contributors","prevSlug":"flag-run-level-design"},{"trending":true,"image":"https://cdn2.unrealengine.com/UnrealTournament%2Fblog%2Frelease-notes-february-22%2Fflagjump_374x255_1487768831790-374x255-996f502a9900ef47fc6528829331fb3a248c10db.jpg","author":"Flak","_type":"Common Post","alt":"Flag Run","title":"Release Notes February 22","content":"\n\n
The new Unreal Tournament update, released today, features many improvements to the new Flag Run game mode. We’ve also made significant changes to player movement and weapons, including updates to the Lightning Rifle, Rocket Launcher, and other weapons. We’ve also been working on refining the match start process, including adding an improved interactive scoreboard that appears when you first enter the game, or during gameplay when you tap the escape key. Check out the new update video for more details on gameplay changes.
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Unreal Tournament now uses your Epic username for in game identification. We have implemented a clan tag system that will allow you to add your clan tag or other personalization before your username. Your name will then appear with your clan tag in brackets followed by your username.
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We’d love to get feedback on our new Flag Run game mode, which combines elements of the classic Capture the Flag and Assault game modes in an intense new round-based mode. It is still a work in progress and all of the playable levels are currently low poly shells. We are excited about its potential and ready to hear your comments and suggestions. Flag Run is available as a Quickmatch option, on hubs, or even offline against bots.
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We’ve also added a training video and tutorial to help get you up to speed quickly. You can give us feedback on the forums, in the Unreal Tournament subreddit, Discord or in the comments below. We’d love to hear from you. You can leave your comment below or on Facebook, Reddit, @UTGame on twitter, in the YouTube comments or come and chat with us on our Discord channel.
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To improve the smoothness of movement in team games where you are often in close proximity to teammates, players no longer collide with teammates unless both are trying to stop in the same location. We’ve also removed the “sprint” mechanic in this build.
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This update includes a number of weapon functionality improvements and balance tweaks. The Lightning Rifle prototype has continued to undergo functionality and balance iteration, and has now replaced the sniper rifle on our Flag Run maps. The Rocket Launcher alternate fire mode now fires multiple rockets in a spread pattern, and rocket seeking is now both easier to engage, and easier for an alert target to avoid. The Link Gun, Grenade Launcher, Sniper Rifle, Flak Cannon, and Enforcer have also seen functionality and balance changes, detailed in the full change list. We’ve also added a ring effect to the shock ball to make it easier to track and place, so you can nail those combos at just the right spot.
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This update includes a number of Instagib mode improvements requested by the Instagib community. There have also been a lot of AI improvements, changes and improvements to other weapons, and many other updates and bug fixes. You can check HERE for a detailed change list.
\n","tags":["release","update","flag run","lightning rifle"],"trendingImageAlt":"Flag Run","trendingImage":"https://cdn2.unrealengine.com/UnrealTournament%2Fblog%2Frelease-notes-february-22%2Fflagjump-1920x1080-9afbeb33e4cc40b399a96719706b74b39be6dd09.jpg","cat":"Releases","sticky":false,"short":"The new Unreal Tournament update, released today, features many improvements to the new Flag Run game mode. ","featured":true,"date":"2017-02-22T12:51:59.930Z","link":"a7776381-f697-4b86-b20c-f48ceb02d254","_id":"a7776381-f697-4b86-b20c-f48ceb02d254","pageMapping":"a7776381-f697-4b86-b20c-f48ceb02d254","slug":"release-notes-february-22","urlPattern":"/blog/release-notes-february-22","locale":"en-US","_script":"undefined","category":["releases"],"shareDescription":"The new Unreal Tournament update, released today, features many improvements to the new Flag Run game mode.","catLocaleMap":{},"nextSlug":"the-evolution-of-fr-fort","prevSlug":"capture-the-flag-tutorial"},{"trending":true,"image":"https://cdn2.unrealengine.com/UnrealTournament%2Fblog%2Fcapture-the-flak-tutorial-by-zaccubus%2Fattackers_569x302_1493213229903_443x302_1493213280562-443x302-1049cd7196b8a979a12e08c4f5eaf7706c867832.jpg","author":"Flak","_type":"Common Post","alt":"CTF Tutorial","title":"Capture the Flag Tutorial","content":"\n\n
Zaccubus has created a tutorial to help new players understand the mechanics of Capture the Flag. The Unreal Tournament community has always been very welcoming to new players. If you're just starting out in Unreal Tournament and Capture the Flag, come join us on our Discord channel to chat with the community and ask questions about the game! You can check out more tutorials from Zaccubus under the "Learn" tab in Unreal Tournament or on our website HERE.
\n","tags":["ctf","zaccubus","tutorial","gameplay"],"trendingImageAlt":"CTF Tutorial","trendingImage":"https://cdn2.unrealengine.com/UnrealTournament%2Fblog%2Fcapture-the-flag-tutorial-by-zaccubus%2Fscoreboard2-1895x1051-c994514d1f76fb9c3ef74c28a487746be818da43.jpg","cat":"Tutorial","sticky":false,"short":"Capture the flag tutorial by Zaccubus covers all the basics to hlep get you started!","featured":true,"date":"2017-02-17T14:34:00.000Z","link":"66c0cb05-beab-44de-8d8d-06cc1fc013d2","_id":"66c0cb05-beab-44de-8d8d-06cc1fc013d2","pageMapping":"66c0cb05-beab-44de-8d8d-06cc1fc013d2","slug":"capture-the-flag-tutorial","urlPattern":"/blog/capture-the-flag-tutorial","locale":"en-US","_script":"undefined","category":["tutorial"],"shareDescription":"Capture the flag tutorial by Zaccubus covers all the basics to hlep get you started!","catLocaleMap":{},"nextSlug":"release-notes-february-22","prevSlug":"new-build-with-community-maps-available-today"},{"trending":false,"image":"https://cdn2.unrealengine.com/UnrealTournament%2Fblog%2Fnew-community-maps-on-the-ut-marketplace%2FFeatured_Batrankus-600x600-8823e97754e1dba2768db6e70a6bb76c6b26d390.png","trendingImageAlt":"Batrankus","trendingImage":"https://cdn2.unrealengine.com/UnrealTournament%2Fblog%2Fnew-community-maps-on-the-ut-marketplace%2FScreenshot_Batrankus_02-1920x1080-f6882c2107dcfb13861f76f634ef332ae7d01625.png","author":"Flak","cat":"Releases","_type":"Common Post","sticky":false,"short":"
An update for Unreal Tournament has been released today. It includes five new community levels available for free on the marketplace!
\n","title":"New Build with Community Maps Available Today!","content":"
An update for Unreal Tournament has been released today and includes five new maps that will be available for free on the Unreal Tournament Marketplace. The Deathmatch maps Batrankus, Unsaved, Backspace, and Salt will be available, plus the CTF map Polaris. Users can either go grab the levels directly from the marketplace or will be prompted to download them from in game. You can read more about the new maps on the blog post HERE.
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There have been various weapon updates, the HUD has had an update and there are some changes to the pre-game warmup and pre-match.
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There have also been some miscellaneous bug fixes to levels, bots, sounds and more. You can check HERE for a detailed change list. If you'd like to hear more about the new maps and changes coming in the build, check out our live stream archive below.
\n\n\n","tags":["new build","release","community map","patch notes"],"featured":false,"date":"2016-11-10T15:28:00.000Z","link":"a9d409be-a3dd-47d1-8836-c35eac64b5f4","_id":"a9d409be-a3dd-47d1-8836-c35eac64b5f4","pageMapping":"a9d409be-a3dd-47d1-8836-c35eac64b5f4","slug":"new-build-with-community-maps-available-today","urlPattern":"/blog/new-build-with-community-maps-available-today","locale":"en-US","_script":"undefined","category":["releases"],"shareDescription":"An update for Unreal Tournament has been released today. It includes five new community levels available for free on the marketplace!","catLocaleMap":{},"nextSlug":"capture-the-flag-tutorial","prevSlug":"new-community-maps-on-the-ut-marketplace"},{"trending":true,"image":"https://cdn2.unrealengine.com/UnrealTournament%2Fblog%2Fnew-community-maps-on-the-ut-marketplace%2FThumbnail_Salt-300x250-e30f331c00de6c9949cc7b216e4b72b3b59ed93d.png","author":"Flak","_type":"Common Post","alt":"Unreal Tournament Community Maps","title":"New Community Maps On The UT Marketplace!","content":"
Yesterday on the Unreal Tournament Live Stream, Senior Level Designer Sid Rauchberger chatted about about five maps built by the community that will be included in the next Unreal Tournament update. In this update, that will be releasing today, players will have the opportunity to grab five community maps for free from the UT Marketplace. We're very excited to release these beautiful levels to the community! Sidney worked with the community level designers and gave them suggestions to help them get the maps ready for release. We love what the community has done and we're looking forward to more community levels in the future!
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Map Name: CTF-Polaris \nAuthor: Payback \nDescription: Liandri's deep space mining exploration station Polaris is an ideal location for high level capture the flag tournaments.
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Map Name: DM-Salt \nAuthor: Nato_ChrisJM \nDescription: This monastery/fortress was once home to an ancient order of monks dedicated to contemplating the afterlife. Liandri acquired the site via their ‘Heritage Program’ under the express understanding that they continued the orders work; unfortunately for the monks nobody specified how.
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Map Name: DM-Batrankus \nAuthor: G.Lecter \nDescription: Once main hub of an ancient water distribution system, this site is now completely adapted for the Tournament.
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Map Name: DM-Backspace \nAuthor: Scinbed \nDescription: The ancient winds that permeate this bloodthirsty conclave are said to echo the calls of the old protectors, summoning exiled warriors from afar to prove their worth in trials of combat.
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Map Name: DM-Unsaved \nAuthor: Heresiarch \nDescription: Constructed to exploit a large deposit of Tarydium in the core of a small moon, this remote satellite mining facility is one of the newer Tournament Arenas offered by LMC. Due to the presence of the three X29 fusion devices, the moon has now been displaced into a decaying orbit. This has led its former crew to designate the facility … Unsaved
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You can check out the live stream archive, which includes a Q&A session with Project Lead Steve Polge below.
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Don't forget to grab the new build from the launcher and get your free maps! You can check out the trailer, created by Zaccubus below!
\n\n\n","tags":["community content","marketplace"],"trendingImageAlt":"Unreal Tournament Community Maps","trendingImage":"https://cdn2.unrealengine.com/UnrealTournament%2Fblog%2Fnew-community-maps-on-the-ut-marketplace%2FScreenshot_Backspace_03-1920x1080-5f980dd7bf7d04cd6abaef67f9d1f4854a7143ec.png","cat":"Level Design","sticky":false,"short":"Head to the Unreal Tournament Marketplace to download five new maps created by the community! \n","featured":true,"date":"2016-11-08T19:34:00.000Z","link":"af84b066-61b7-40d9-abd3-6d6002e4f27f","_id":"af84b066-61b7-40d9-abd3-6d6002e4f27f","pageMapping":"af84b066-61b7-40d9-abd3-6d6002e4f27f","slug":"new-community-maps-on-the-ut-marketplace","urlPattern":"/blog/new-community-maps-on-the-ut-marketplace","locale":"en-US","_script":"undefined","category":["level design"],"shareDescription":"Head to the Unreal Tournament Marketplace to download five new maps created by the community!","catLocaleMap":{},"nextSlug":"new-build-with-community-maps-available-today","prevSlug":"the-top-five-unreal-plays---best-of-season-two"},{"trending":true,"image":"https://cdn2.unrealengine.com/UnrealTournament/blog/the-top-five-unreal-plays---best-of-season-two/envarionthumb-374x255-6160b122a0f0e346b261a9d8856484736ebcf1f6.jpg","author":"Flak","_type":"Common Post","alt":"Top 5 Plays","title":"The Top Five Unreal Plays Season Two","content":"
The time has come once again for you to vote for your favorite play of Unreal Tournament Season Two! We have some amazing frags and the top three winners will receive some awesome Epic Games swag. Not only that, but we'll choose two people at random who comment on youtube to win an Epic Games Swag Bag!
If you'd like to upload your awesome plays, simply make a post here! Any skill level is welcome, don't be shy! You can also give the link to Zaccubus on Discord.
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Be sure to download the latest Unreal Tournament build if you haven't already, and start recording those amazing plays! You can get the game at http://unrealtournament.com. It's free!
\n","tags":["contest","gaming","competitive gaming","ut","zaccubus","twitch","youtube"],"trendingImageAlt":"Top 5 Plays","trendingImage":"https://cdn2.unrealengine.com/UnrealTournament/blog/the-top-5-unreal-plays---best-of-season-two/top52-1903x1066-25747c62756a567c5853d44b9a493afa6883e9f6.jpg","cat":"Contests","sticky":false,"short":"Time to cast your vote for the top play of Unreal Tournament Season Two!\n","featured":true,"date":"2016-10-05T13:28:17.520Z","link":"9dbb628a-3644-41e6-a161-288d228d8ed4","_id":"9dbb628a-3644-41e6-a161-288d228d8ed4","pageMapping":"9dbb628a-3644-41e6-a161-288d228d8ed4","slug":"the-top-five-unreal-plays---best-of-season-two","urlPattern":"/blog/the-top-five-unreal-plays---best-of-season-two","locale":"en-US","_script":"undefined","category":["contests"],"shareDescription":"Time to cast your vote for the top play of Unreal Tournament Season Two!","catLocaleMap":{},"nextSlug":"new-community-maps-on-the-ut-marketplace","prevSlug":"new-ut-build-now-available"},{"trending":true,"image":"https://cdn2.unrealengine.com/armor-374x255-c287ccc2252ec92cf7ea6dc5af43051d77a4ab26.jpg","trendingImage":"https://cdn2.unrealengine.com/UnrealTournament/blog/new-ut-build-now-available/BeautyRL-1065x563-7ff80e3ba6187569f4aed2e426f34c2fa3d16c72.jpg","author":"Flak","cat":"Releases","_type":"Common Post","sticky":false,"short":"We have another new build of the Unreal Tournament pre-alpha for you to check out and play. This build includes a new warm up mode before multiplayer matches start, lots of movement and weapon functionality and balance changes, a new armor system, significant HUD updates, and a profile and key bindings system refactor.\n","title":"New UT Build Now Available","content":"
We have another new build of the Unreal Tournament pre-alpha for you to check out and play. This build includes a new warm up mode before multiplayer matches start, lots of movement and weapon functionality and balance changes, a new armor system, significant HUD updates, and a profile and key bindings system refactor.
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\n\n
The HUD now supports a horizontal weapon bar option, in addition to the vertical weapon bar. The new armor/health widget does not include a paper doll, which is obsolete with the introduction of the new armor system. HUD scaling and opacity settings have been adjusted, and new more visible versions of the crosshairs are now standard. Chat message formatting and display has been improved, and we now show an “in combat” icon over the beacons of teammates actively fighting.
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With the new armor system, the small armor replaces the thigh pads and gives 50 armor. The medium armor replaces the vest and gives 100 armor. The shield belt still provides 150 armor. Regular armor pickups stack up to a maximum of 100 armor. Armor has 100% absorption from 150 to 100 armor and 50% absorption below 100 armor. Damage impacts on players with any amount of armor will produce a special armor hit effect. In addition, players with over 100 armor will glow with a bright shield belt effect. Players with 51 to 100 armor will have a less bright armor overlay. Last but not least, players now start with 25 armor.
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Many weapons were adjusted for this build. We’ll provide an overview here, and you can drill down for more details in the release notes on the Unreal Tournament wiki.
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Flak Cannon damage per shard was reduced, and shard damage was further reduced after bounces.
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Rocket Launcher grenades were made more predictable and easier to use, but with a shorter fuse time. Also, the Rocket Launcher alt-fire load up can be held for all 3 barrels even if you run out of ammo while loading.
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Shock Rifleprimary fire damage was increased, and minimum combo damage was increased.
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The Stinger Minigun alt fire has been revamped. It now has a much faster firing rate, shooting faster smaller shards that don’t last as long, do less damage, and add no momentum impulse.
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The Link Gun primary fire now overheats after shooting a long burst, resulting in a very slow firing rate until it is allowed to cool down. The Link projectile now starts with smaller collision and grows quickly after spawning, so primary fire is less effective at close range.
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The alt-fire blob web functionality was temporarily removed from the Bio Launcher until it can be improved.
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The Redeemer missile takes a little more damage to shoot down, and plays a hit sound for the driver and the shooter when it takes damage. A shot down Redeemer missile now plays an alarm sound when shot down, and the time to explode after being shot down was reduced. In addition, the missile is outlined through walls for both teams when it has been shot down but has not yet detonated.
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Ready players can now enter warm up mode before a multiplayer match starts. If there are players warming up, the server will wait longer to start the match if the game isn’t full.
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The new Weapon Settings menu makes it much easier to group and configure your weapons.
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This update also includes player movement tweaks, a profile and key bindings system refactor that addresses many issues, and many other game enhancements, bug fixes and updates. You can read about all of the changes on the Unreal Tournament wiki.
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\n","tags":["update","new build","hud"],"featured":true,"date":"2016-08-29T13:37:00.000Z","link":"83d40996-2473-4e9b-b485-249bb9021cdd","_id":"83d40996-2473-4e9b-b485-249bb9021cdd","pageMapping":"83d40996-2473-4e9b-b485-249bb9021cdd","slug":"new-ut-build-now-available","urlPattern":"/blog/new-ut-build-now-available","locale":"en-US","_script":"undefined","category":["releases"],"shareDescription":"We have another new build of the Unreal Tournament pre-alpha for you to check out and play. This build includes a new warm up mode before multiplayer matches start, lots of movement and weapon functionality and balance changes, a new armor system, significant HUD updates, and a profile and key bindings system refactor.","catLocaleMap":{},"nextSlug":"the-top-five-unreal-plays---best-of-season-two","prevSlug":"mapcore-and-epic-games-level-design-contest-winners"},{"trending":true,"image":"https://cdn2.unrealengine.com/UnrealTournament/blog/mapcore-and-epic-games-level-design-contest-winners/unsavedthumb-374x255-0f418307a2a160bb9b8144a96164eb3ca9e9a0d8.png","trendingImage":"https://cdn2.unrealengine.com/unsaved_slide-1920x963-dd465e32257e910a6f8d7ada0df8f934af98829d.png","cat":"Level Design, Contests","_type":"Blog Detail","short":"The winners of the Mapcore and Epic Games Showdown Level Design Contest have been chosen!","title":"Mapcore and Epic Games Level Design Contest Winners!","content":"
Yesterday we live streamed the results of the Epic Games and Mapcore Unreal Tournament Level Design contest for Showdown. So much work was put into the making of the maps and we had a hard time deciding on the winnners. Luckily, we had the help of the folks at Mapcore to give us a hand. Phase one had 74 submissions and we were overwhelmed with the quality of work and the level of expertise the level designers showed in their offerings. With such small teams, getting through all of the maps was quite a challenge! After it was all over, the playing field had decreased to 28 submissions for phase two.
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We want to thank everyone who entered a map in the contest and we're hoping to see some of these levels completed and in the game sometime in the future.
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Sprony from Mapcore will be contacting the winners to get their information so they can receive their prizes. Congratulations to not only the winners, but to everyone who entered. Your work is amazing and we can't wait to see more. We'll be in touch with all of the winners to discuss the possibility of their levels getting into the marketplace or game!
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We would like to thank all of the entrants for their hard work, the Unreal Tournament community for their assistance, the UT QA team and most of all Sprony, the fine folks at Mapcore and Chris Kay from Epic Games for making the contest a reality!
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Here are the winners!
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1st place: \nDM-Unsaved by Heresiarch \n \nPrize: $1650.00 and Unreal Tournament Swag
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2nd place: \nDM-Croft by Scinbed \n \nPrize: $850.00 and Unreal Tournament Swag
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3rd place: \nDM-Batrankus by TheGlecter \n \nPrize: $500.00 and Unreal Tournament Swag
MapCore is a game development community with origins in Half-Life mod production, which since its inception in 1999 has evolved into a thriving forum featuring all flavours of game development including level design, modelling, concept art, and programming. With 100+ members part of the professional games industry working for the likes of Blizzard, Crytek, DICE, Gearbox, Rockstar Games, and Ubisoft, MapCore offers an opportunity for professionals and amateurs alike to socialise, learn, teach, and find talent.
\n","tags":["level design","contest","mapcore","hersiarch","unsaved"],"featured":true,"date":"2016-07-28T18:05:00.000Z","link":"46daae9e-4604-43fb-9370-93fac6c0b21d","_id":"46daae9e-4604-43fb-9370-93fac6c0b21d","pageMapping":"46daae9e-4604-43fb-9370-93fac6c0b21d","slug":"mapcore-and-epic-games-level-design-contest-winners","urlPattern":"/blog/mapcore-and-epic-games-level-design-contest-winners","locale":"en-US","_script":"undefined","category":["level design","contests"],"shareDescription":"The winners of the Mapcore and Epic Games Showdown Level Design Contest have been chosen!","catLocaleMap":{},"nextSlug":"new-ut-build-now-available","prevSlug":"ut-update-available-now"},{"trending":true,"image":"https://cdn2.unrealengine.com/UnrealTournament/blog/ut-update-titan-pass-visuals-matchmaking-and-more/titanvispassthumb-374x255-618336118e3c2d2a31d85a2ccd0761aeda227e90.jpg","trendingImage":"https://cdn2.unrealengine.com/UnrealTournament/blog/ut-update-titan-pass-visuals-matchmaking-and-more/titanvispass-1920x963-5c09cfddfef63a140959e0bd9fa6e2e3cb8481e0.jpg","author":"Jan Smolders","cat":"Releases","_type":"Common Post","short":"
We have another new build of the Unreal Tournament pre-alpha for you to check out and play. This build includes a visual overhaul of the Titan Pass Capture the Flag level. We revisited this level to take advantage of what we’ve learned about improving visuals, gameplay clarity, and performance.
\n","title":"UT Update Available Now!","content":"
Posted by Flak
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We have another new build of the Unreal Tournament pre-alpha for you to check out and play. This build includes a visual overhaul of the Titan Pass Capture the Flag level. We revisited this level to take advantage of what we’ve learned about improving visuals, gameplay clarity, and performance.
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We’ve been working on ranked matchmaking for the last couple of months. For this release we'll be periodically holding several matchmaking tests. To make sure we have enough players in queue for matchmaking to work successfully, we'll be enabling it during peak times to keep your queue times low.
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We’ve begun work on improving the Unreal Tournament soundscape. This is still a work in progress, with new sounds, sound balancing, and a new custom client-side sound amplification system in development. This new system provides per client custom amplification, occlusion, and low pass filtering of different types of sounds based on if player is the instigator, target, or teammate of the instigator of the sound. The goal is to emphasize the sounds which are most important to you for gameplay.
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There has also been continued iteration on player movement, including adjustments to slide functionality and character acceleration. We’ve made functionality and balance tweaks to several weapons, including the Redeemer, the Flak Cannon, the Rocket Launcher, and the Impact Hammer. Shot down Redeemers now fall out of the sky with a delayed explosion so defenders have a chance to run. The Impact Hammer alt-fire shield now slows projectiles instead of destroying them.
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This update also includes Bot AI improvements and many other game enhancements, bug fixes and updates. You can read about all of the changes on the Unreal Tournament wiki.
\n","tags":["releases","level design","matchmaking"],"featured":true,"date":"2016-07-13T13:19:00.000Z","link":"d2162cdc-f06c-4955-a006-4dba60ce9756","_id":"d2162cdc-f06c-4955-a006-4dba60ce9756","pageMapping":"d2162cdc-f06c-4955-a006-4dba60ce9756","slug":"ut-update-available-now","urlPattern":"/blog/ut-update-available-now","locale":"en-US","_script":"undefined","category":["releases"],"shareDescription":"We have another new build of the Unreal Tournament pre-alpha for you to check out and play. This build includes a visual overhaul of the Titan Pass Capture the Flag level. We revisited this level to take advantage of what we’ve learned about improving visuals, gameplay clarity, and performance.","catLocaleMap":{},"nextSlug":"mapcore-and-epic-games-level-design-contest-winners","prevSlug":"the-return-of-chaos-4"},{"trending":false,"image":"https://cdn2.unrealengine.com/UnrealTournament/blog/the-return-of-chaos-part-4/chaosthumb2-640x640-d3f25148273218a4cbde2aae0655dfbdaf66dc4f.jpg","trendingImage":"https://cdn2.unrealengine.com/UnrealTournament/blog/the-return-of-chaos-part-4/teleporter-1440x810-245992eda18016e00c0a5e9a06d4a0f18ec75e55.jpg","author":"Stacey Conley","cat":"mods","_type":"Common Post","sticky":false,"short":"
Chaos fans rejoice! The killer mod that has been available for almost every game in the UT series, returns.\nThis is part four in our ChaosUT interview series.
\n","title":"The Return of Chaos (Part 4)","content":"
This is part four in our ChaosUT interview series. There is a version of Chaos available for almost every game in the UT series; ChaosUT for the original UT, ChaosUT2 for UT2003 and ChaosUT2:Evolution for UT2004. You can grab any or all of them over at the team's website, Chaotic Dreams.
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If you'd like to give them some feedback or just chat about the mod, you can head over to the Chaotic Dreams forum or jump in THIS thread on the UT forums.
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"Chaos doesn't have any real sense behind its construction. In principle it's only a bunch of weird and cool things tied together; …simply “chaotic”. However, you will always find a way, or a weapon, which will exploit the weak spot of your enemies." RFlagg
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Team members have come and gone, but some constants have remained, like Project Manager R.Flagg. He has put a lot of love, time and energy into the project over the years, "just for the fun of it".
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Stacey Conley: How is development going?
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Mark (R.Flagg) Myers: Amazing! Sure, it takes a lot of time with a small team who do this part-time, but these guys are just knocking it out of the park.
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SC: How far along has development progressed?
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MM: When you consider that we still haven't added any weapons yet, I guess you could say we have a very long way to go. But we don't plan on waiting until the entire mod is finished before releasing our 1st version to the public.
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SC: What is your role on the Chaos team?
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MM: Design/Test/Manage
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SC: What do you do when you're not working on Chaos?
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MM: Think about Chaos.
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SC: What is your favorite Chaos memory?
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MM: I've been around it so long, that there's really too many to pick just one. But one of them would have to be way back in the Quake2 Chaos days, when Trixie invited me to join the MOO Clan, which was one of the most popular and respected clans playing Chaos at the time. It felt like a real honor.
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SC: What other mods have you worked on?
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MM: Absolutely none, nor have I ever wanted to. I am solely devoted to Chaos.
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SC: What are you most looking forward to in Chaos?
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MM: That's easy. The first public release of Chaos for UT4. Not reaching a public release for UT3 was such a huge disappointment, and the break-up of the old team that followed, really was depressing for me. To see it come back to life, and (potentially) succeed once again - it's hard to describe how exciting that would be for me.
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RFlagg reminded us the the Chaos team is still recruiting! If you think you have what it takes be sure to go post in the Chaos thread on the Unreal Tournament forums!
\n","featured":false,"date":"2016-06-30T14:27:00.000Z","link":"47f8d0a5-7603-4a79-8297-d26f8aca606e","_id":"47f8d0a5-7603-4a79-8297-d26f8aca606e","pageMapping":"47f8d0a5-7603-4a79-8297-d26f8aca606e","slug":"the-return-of-chaos-4","urlPattern":"/blog/the-return-of-chaos-4","locale":"en-US","_script":"undefined","category":["mods"],"tags":[],"shareDescription":"Chaos fans rejoice! The killer mod that has been available for almost every game in the UT series, returns.\nThis is part four in our ChaosUT interview series.","catLocaleMap":{},"nextSlug":"ut-update-available-now","prevSlug":"the-return-of-chaos-3"},{"trending":true,"image":"https://cdn2.unrealengine.com/UnrealTournament/Iris/unreal-tournament-concept-art-review-and-user-experience/ChaosLogoConcept_4-374x255-2067938086.png","trendingImage":"https://cdn2.unrealengine.com/UnrealTournamentBlog/mar_2016/mar31_2016/ChaosLogoConcept_4banner2-2095x1080-1022392041.jpg","author":"Jan Smolders","cat":"Mods","_type":"Common Post","short":"
Chaos fans rejoice! The triumphant return of the killer mod. Part 3 in our ChaosUT interview series is finally here, and this time we chat with Lead Artist Mike "thatscrawnykid" McCormick.
\n","title":"The Return of Chaos (Part 3)","content":"
\n\tPart 3 in our ChaosUT interview series is finally here, and this time we chat with Lead Artist Mike "thatscrawnykid" McCormick.\n
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\n\tThere is a version of Chaos available for almost every game in the UT series; ChaosUT for the original UT, ChaosUT2 for UT2003 and ChaosUT2:Evolution for UT2004. You can grab any or all of them over at the team's website, Chaotic Dreams.\n
\n\n
\n\tThe UT99 version of the mod was an awakening for me. It helped put me on the path to designing art for games. Up until discovering the GOTY edition of UT99 with that second disc full of mods, I'd always looked at game design as some fairy tale world out of reach of the mere mortals.\n
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\n\tStacey Conley: How is development going?\n
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\n\t\n\tMike McCormick: Development is going great! We recently added Metalfist and Rockdude86 to our roster which is awesome. Metal has been doing some really nice special effects and Rockdude is cranking out a map that really accentuates the unique nature of Chaos both in style and gameplay. I also have a map in the works. So yeah, lots of stuff going on. We've really ironed out a big chunk of what we need to do, now its just a matter of making it happen. That's easier said than done for sure, but I couldn't ask for a better team. In other words, we're getting things done.\n
\n\n
\n\tSC: How far along is the mod?\n
\n\n
\n\tMM: Chaos is a hard mod to "measure" as the scope of the mod is such that it could expand exponentially as we recruit more talent. In terms of where we are in an official sense, we just hit Internal release 17. IR17 contains most of the features we want to have for our first public alpha. That first public release will be a huge milestone so we are working hard to polish up our current feature list, which stands at eight relics and the grappling hook as well as a repulse attack for fending off close ranged attackers. There is a lot going on under the hood here and Warhead has been doing a phenomenal job coding all of our crazy ideas.\n
\n\n
\n\tSC: What is your role on the Chaos team?\n
\n\n
\n\tMM: I make art. The majority of our art thus far has had my stamp on it in some way. Most recently I've improved on our Relic design based on a shift in our art direction. I've begun prototyping the animations for the Chaos Bastard Sword. I've also redesigned the Proxy Mine and we've recently settled on the final design. There is a new version of the ERDW that I've started as well. The ERDW is a high energy rail-gun capable of penetrating walls. It was featured in the Unreal Tournament 2004 version of Chaos and I've been updating the design while hopefully staying true to the weapon's roots. Another cool concept Metalfist suggested, was giving our vampire power up a set of wings to glide around the map, so I built and animated those and we should be seeing them added soon.\n
\n\n
\n\tSC: What do you do when you're not working on Chaos\n
\n\n
\n\tMM: Work, other video games and spending time with my girlfriend.\n
\n\n
\n\tSC: What tools do you use to create your contributions?\n
\n\n
\n\tMM: Blender, Photoshop, Substance Designer, Substance Painter, and Agisoft Photoscan.\n
\n\n
\n\t\n
\n\n
\n\t \n
\n\n
\n\tSC: What is your favorite Chaos memory?\n
\n\n
\n\tMM: The UT99 version of the mod was an awakening for me. It helped put me on the path to designing art for games. Up until discovering the GOTY edition of UT99 with that second disc full of mods, I'd always looked at game design as some fairy tale world out of reach of the mere mortals. The quality of the Chaos mod even back then, was on par with much of what was in the stock UT. I thought for a while that it was made by Epic Games as bonus content! The Proxy mines are still in my opinion one of the best weapons in any game. Of course my favorite memories haven't happened yet. Every single time I boot up a new version of Chaos and see our work come to life I know the best is yet to come.\n
\n\n
\n\tSC: What other mods have you worked on? (any engine or game)\n
\n\tSC: What are you most looking forward to in Chaos?\n
\n\n
\n\tMM: Getting it into the hands of players! Every week it seems someone posts about their fond memories of the mod, so I know I've got a responsibility to live up to those expectations. As far as for myself, I really can't wait to get the Proxy Mines into the game.\n
\n\n
\n\tMike adds, "We need help! We need help on all fronts. We need talented dedicated people who want to do something crazy. Specifically, we need maps, concept art, animation and more. If you have any skills you think would help, then you're welcome to join a team that doesn't settle for less and gets things done! Please get in touch with me or anyone else on the team if you have something to offer. You can also help by following us on our social media channels and spreading the word about the mod! \n\tChaos on Facebook \n\tChaos on Twitter\n
\n\n
\n\tIf you'd like to give the team some feedback or just chat about the ChaosUT mod, you can head over to the Chaotic Dreams forum or jump in THIS thread on the UT forums.\n
\n","tags":["chaos","modding","mods","chaosut","proxymines","3d"],"featured":true,"date":"2016-06-06T11:00:00.241Z","link":"47099d2e-8dee-4ac3-92eb-fa222424dbb7","_id":"47099d2e-8dee-4ac3-92eb-fa222424dbb7","pageMapping":"47099d2e-8dee-4ac3-92eb-fa222424dbb7","slug":"the-return-of-chaos-3","urlPattern":"/blog/the-return-of-chaos-3","locale":"en-US","_script":"undefined","category":["mods"],"shareDescription":"Chaos fans rejoice! The triumphant return of the killer mod. Part 3 in our ChaosUT interview series is finally here, and this time we chat with Lead Artist Mike \"thatscrawnykid\" McCormick.","catLocaleMap":{},"nextSlug":"the-return-of-chaos-4","prevSlug":"underland-walk-through-with-zaccubus"},{"trending":false,"image":"https://cdn2.unrealengine.com/UnrealTournamentBlog/jun_2016/jun1_2016/underlandwalklist-374x255-1574943316.jpg","trendingImage":"https://cdn2.unrealengine.com/UnrealTournamentBlog/jun_2016/jun1_2016/underlandwalk-1598x899-637836166.jpg","cat":"Tutorials","_type":"Blog Detail","short":"Walk-through with Zaccubus: UNDERLAND","title":"Underland Walk-through with Zaccubus","content":"
\n\tIf you want to be on top of your game in the latest level for Unreal Tournament, Zaccubus has you covered! He takes us through the level "Underland" and shows us hidden areas and ways to get the upper-hand on your opponents. What are your favorite strategies for Underland? Let us know in the comments!\n
\n\n
\n\t\n
\n","tags":["level design","tutorial","zaccubus","underland"],"featured":false,"date":"2016-06-01T12:55:50.005Z","link":"fba8953d-e196-4cb2-b3a6-29a4ba9305cb","_id":"fba8953d-e196-4cb2-b3a6-29a4ba9305cb","pageMapping":"fba8953d-e196-4cb2-b3a6-29a4ba9305cb","slug":"underland-walk-through-with-zaccubus","urlPattern":"/blog/underland-walk-through-with-zaccubus","locale":"en-US","_script":"undefined","category":["tutorials"],"shareDescription":"Walk-through with Zaccubus: UNDERLAND","catLocaleMap":{},"nextSlug":"the-return-of-chaos-3","prevSlug":"new-build-new-map-underland"},{"trending":true,"image":"https://cdn2.unrealengine.com/UnrealTournamentBlog/may_2016/may24_2016/underlandlist-374x255-369106799.jpg","trendingImage":"https://cdn2.unrealengine.com/UnrealTournamentBlog/may_2016/may24_2016/underlandcover-1920x1080-106887147.jpg","author":"Jan Smolders","cat":"Releases","_type":"Common Post","short":"Underland Released with New Build","title":"New Build and New Map \"Underland\"","content":"
\n\tToday we released a fully meshed Deathmatch level called Underland with the new Unreal Tournament build. This level is designed for 6 to 8 players who fight across a hidden outpost, once lost for a thousand years, that guards the entrance to the massive Underland caverns.\n
\n\n
\n\tWe asked the community to help rename the prototype level "Tuba" and we'd like to thank forum member Archer6621 for proposing the name Underland. We'll be sending him an Unreal Tournament Swag Bag filled with Epic merchandise for his suggestion!\n
\n\n
\n\tTo get an idea of the difference between the prototype shell and the final meshed level, check out the before and after screenshots! For hi-res images of the level, visit our Flickr page.\n
\n\n
\n\tAlso in the new build there are 8 new Blue Star offline challenges, four in Underland and four in Chill, our two most recently completed levels.\n
\n\n
\n\tYou can read all of the release notes for the new build HERE.\n
\n","tags":["game dev","level design","techical art","environment art"],"featured":true,"date":"2016-05-23T17:30:34.129Z","link":"d1a6ea0d-94ef-44db-9904-dfa0ad12aac3","_id":"d1a6ea0d-94ef-44db-9904-dfa0ad12aac3","pageMapping":"d1a6ea0d-94ef-44db-9904-dfa0ad12aac3","slug":"new-build-new-map-underland","urlPattern":"/blog/new-build-new-map-underland","locale":"en-US","_script":"","category":["releases"],"shareDescription":"Underland Released with New Build","catLocaleMap":{},"nextSlug":"underland-walk-through-with-zaccubus","prevSlug":"may-12-build-released"}],"categoryTotals":{"all":153,"unreal tournament":120,"contests":4,"level design":17,"featured":28,"epic games":4,"releases":16,"exclusive content":1,"tutorial":1,"community":1,"mods":4,"game development":3,"3d modeling":3,"concept art":4,"tutorials":1,"streams":1},"topFeatured":[{"trending":true,"image":"https://cdn2.unrealengine.com/UnrealTournament%2Fblog%2Frelease-notes-may-16-copy%2F441_320_v1-441x320-478df8429730aa44a6e7366ff66a6f6a91729af7.jpg","author":"stacey.conley","_type":"Common Post","alt":"June Update","title":"Release Notes June 28","content":"The 0.1.12 Unreal Tournament update was released today. This release has significant performance improvements for low end systems, with simple forward shading support and reflection environment optimizations. We've also added voice chat support with dedicated voice servers. This version also includes a new Bio Rifle mesh, support for unique per character first person arms, improvements to Blitz, and continued refinement of first person animations. \n \n
\n
\nThe new Bio Rifle mesh was created by long time community contributor Kazeohin, who also made the Flak Cannon for the new Unreal Tournament. \n \n \n \nWe’ve fixed issues with various weapons, including the Lightning Rifle, Grenade Launcher, and Rocket Launcher. The Redeemer has had balance adjustments, with the collision free explosion radius reduced. We’ve also updated the particle effects for the Lightning Rifle and Grenade Launcher. \n \n \n \nThe new Blitz game mode combines elements of the classic Capture the Flag and Assault game modes in an intense new round-based mode. Check out Fort, one of the Blitz levels, which is in the midst of its transformation from a gameplay shell to a fully meshed level. We’ve continued to make improvements to the mode, increasing the initial flag pick up delay and adding ramp up music to help players with the timing of the start of action. Rally Points are now powered for twenty seconds at a time, up from ten. Rallying is now easier to understand, as the camera now shows you preparing to rally while you are still vulnerable at the start of your rally, followed by a zoom into the Rally Point. \n \nUnreal Tournament now has voice chat support integrated and enabled by default. You can choose between Push to Talk and Open Mic in the Audio Settings menu, as well as selecting the input device. You can mute players individually using the interactive scoreboard, and you can also limit voice interactions using the communications filter in the System Settings menu General tab. \n \nEach character now has their own first person arms, visible holding your weapons. The first person movement animations have also been improved and refined. \n \n
\n\tThe Unreal Tournament Community has created some great tutorials to help you learn the game. We’ve created a playlist of our favorite community created tutorials, located here. Check it out, and you might discover something new, or read below to learn how you can create and share tutorials of your own.\n
\n\n
\n\t
\n\t\tTutorials can be freely added by the community. To learn more about writing your own tutorial, please visit the Participating in Unreal Tournament Development page for instructions. Another great resource are our UE4 videos. If you want to just jump right into making a tutorial, then go ahead and create a new page.\n\t
\n\n\t
\n\t\t
\n\t\t\tWhen you make a page dedicated to your tutorial on the wiki, make sure to use this tag:\n\t\t
\n\n\t\t
\n [[Category:UT How to Play]]\n
\n\n\t\t
\n\t\t\tIf you are looking for a tutorial that has not yet been created, post your ideas here!\n\t\t
\n\t
\n\n\t
\n\t\t \n\t
\n\n\t
\n\t\t \n\t
\n\n\t\n
\n","headerImage":"https://cdn2.unrealengine.com/UnrealTournament/Tutorials/tutorial-bg-1600x900-1332411478.jpg","_type":"UT Tutorial Accordion","description":"Whether you’re new to Unreal Tournament or want to learn some advanced strategies, we’ve got you covered. The categories below should make it easy to find what you’re looking for.","title":"Gameplay Tutorials"},"_title":"Unreal Tournament » Tutorials – How to Play Unreal Tournament","title":"Tutorials – How to Play Unreal Tournament","_images_":["https://cdn2.unrealengine.com/UnrealTournament/howToPlay/bio-rifle-1024x512-756092642.jpg","https://cdn2.unrealengine.com/UnrealTournament/howToPlay/basic-movement-1024x512-1529513005.jpg","https://cdn2.unrealengine.com/UnrealTournament/howToPlay/Using-Weapons02-1024x512-595617398.png","https://cdn2.unrealengine.com/UnrealTournament%2FhowToPlay%2Fblitz-1024x512-0b3b3deba614abee411d730ebfb079dbdbd774a5.jpg","https://cdn2.unrealengine.com/UnrealTournament/howToPlay/advanced-movement-1024x512-1653886252.jpg","https://cdn2.unrealengine.com/UnrealTournament/howToPlay/beserk-1024x512-583139651.jpg","https://cdn2.unrealengine.com/UnrealTournament/howToPlay/boots-1024x512-715149738.jpg","https://cdn2.unrealengine.com/UnrealTournament/howToPlay/fov-1024x512-1879676824.jpg","https://cdn2.unrealengine.com/UnrealTournament/howToPlay/link-1024x512-266155502.jpg","https://cdn2.unrealengine.com/UnrealTournament/howToPlay/armor-1024x512-972644744.jpg","https://cdn2.unrealengine.com/UnrealTournament/howToPlay/redeemer-1024x512-1502847591.jpg","https://cdn2.unrealengine.com/UnrealTournament%2FhowToPlay%2Fduel2-1024x512-1b39e87dc270d214cc0e3492ea84728d1cceaf8f.jpg","https://cdn2.unrealengine.com/UnrealTournament/howToPlay/binds-1024x512-652692342.jpg","https://cdn2.unrealengine.com/UnrealTournament/howToPlay/grenade-launcher-1024x512-904116136.jpg","https://cdn2.unrealengine.com/UnrealTournament/howToPlay/sniper-rifle-1024x512-372247536.jpg","https://cdn2.unrealengine.com/UnrealTournament/howToPlay/u-damage-1024x512-549616106.jpg","https://cdn2.unrealengine.com/UnrealTournament/howToPlay/enforcer-1024x512-907619518.jpg","https://cdn2.unrealengine.com/UnrealTournament/Tutorials/tutorial-bg-1600x900-1332411478.jpg","https://cdn2.unrealengine.com/UnrealTournament/howToPlay/impact-hammer-1024x512-870744657.jpg","https://cdn2.unrealengine.com/UnrealTournament/howToPlay/flak-cannon-1024x512-1278849171.jpg","https://cdn2.unrealengine.com/UnrealTournament/howToPlay/health-1024x512-2130403874.jpg","https://cdn2.unrealengine.com/UnrealTournament/howToPlay/minigun-1024x512-870465381.jpg","https://cdn2.unrealengine.com/UnrealTournament%2FhowToPlay%2Fcapture_the_flag-1024x512-e7bb9bdb20ccc360c4f845e77b0b053a1cb853d2.jpg","https://cdn2.unrealengine.com/UnrealTournament/howToPlay/what-is-ut-620x349-1176144732.jpg","https://cdn2.unrealengine.com/UnrealTournament/howToPlay/ctf-1024x512-123736688.jpg","https://cdn2.unrealengine.com/UnrealTournament/howToPlay/additional-movements-1024x512-1651484212.jpg","https://cdn2.unrealengine.com/UnrealTournament/howToPlay/translocator-1024x512-1720849602.jpg","https://cdn2.unrealengine.com/UnrealTournament/howToPlay/shock-rifle-1024x512-693970844.jpg","https://cdn2.unrealengine.com/UnrealTournament%2FhowToPlay%2Fdeathmatch2-960x480-70d09a44b1cd2fed12507b34188a2c8b10109e1b.jpg","https://cdn2.unrealengine.com/UnrealTournament/howToPlay/hud-1024x512-409194194.jpg","https://cdn2.unrealengine.com/UnrealTournament/howToPlay/invisibility-1024x512-506245620.jpg","https://cdn2.unrealengine.com/UnrealTournament/howToPlay/using-pickups-1024x512-1409358083.jpg"],"jcr:baseVersion":"a7ca237317f1e78e44ce6f-d44c-4318-ba8d-e71f20dbf149","_urlPattern":"/tutorials-how-to-play-ut","_slug":"tutorials-how-to-play-ut","_activeDate":"2015-04-24T17:24:51.579Z","lastModified":"2017-05-20T07:35:54.788Z","_locale":"en-US","_id":"3c2cdacd-a7ef-4b18-af9d-ccd209cd1706"},"modTutorial":{"quickLinks":{"quickLink":[{"image":"https://cdn2.unrealengine.com/UnrealTournament/Tutorials/FireStarter-1024x512-802106578.jpg","_type":"Header Quick Link","description":"Jump to this category","id":"weapon","title":"Learn to Modify Weapons"},{"image":"https://cdn2.unrealengine.com/UnrealTournament/Tutorials/Map01-Gameplay/Map01-Gameplay-1024x512-1363280842.png","_type":"Header Quick Link","description":"Jump to this category","id":"map","title":"Learn to Make Maps"},{"image":"https://cdn2.unrealengine.com/UnrealTournament/Tutorials/package-share/ShareTutorialShot-800x400-686709593.png","_type":"Header Quick Link","description":"Jump to this category","id":"share","title":"Package and Share"},{"image":"https://cdn2.unrealengine.com/UnrealTournament/Tutorials/MapFromScratch/MapFromScratch-1024x512-1512599134.png","_type":"Header Quick Link","description":"Jump to this category","id":"share","title":"Map Creation Tutorial"}],"_type":"Quick Links"},"jcr:isCheckedOut":true,"headerImage":"https://cdn2.unrealengine.com/UnrealTournament/Tutorials/tutorial-bg-1600x900-1332411478.jpg","relatedContent":{"_type":"Related Content"},"_title":"Tutorials","description":"Want to contribute to UT? Give your own spin on things? It's easier than you think. Get started with these easy to follow tutorials and save your progression as you go. ","title":"Modding Tutorials","_images_":["https://cdn2.unrealengine.com/UnrealTournament/Tutorials/Map01-Gameplay/Map01-Gameplay-1024x512-1363280842.png","https://cdn2.unrealengine.com/UnrealTournament/Tutorials/FireStarter-1024x512-802106578.jpg","https://cdn2.unrealengine.com/UnrealTournament/Tutorials/MapFromScratch/MapFromScratch-1024x512-1512599134.png","https://cdn2.unrealengine.com/UnrealTournament/Tutorials/package-share/ShareTutorialShot-800x400-686709593.png","https://cdn2.unrealengine.com/UnrealTournament/Tutorials/tutorial-bg-1600x900-1332411478.jpg"],"jcr:baseVersion":"a7ca237317f1e74a96df53-db59-41fd-83c5-e528676226f8","_urlPattern":"/tutorials","_slug":"tutorials","_activeDate":"2016-03-30T17:22:08.848Z","lastModified":"2016-03-30T21:18:28.159Z","_locale":"en-US","_id":"90da59e5-1eea-4526-bada-cce14db74988"},"modTutorialList":[{"jcr:isCheckedOut":true,"headerImage":"https://cdn2.unrealengine.com/UnrealTournament/Tutorials/package-share/ShareTutorialShot-800x400-686709593.png","_title":"Package and Share","tutorial":{"overview":"
\n\tPackage and Share\n
\n\n
\n\tTo use your content outside of the editor, it must be Packaged. To play with others using your packaged content, you have to Share it. Each asset type is packages and shared differently:\n
\n","completionTime":"15 mins","tutorialKey":"tut002","orderNumber":8,"_type":"Tutorial","name":"Package and Share","type":"share","objective":[{"completionDisplayName":"Package and share a weapon","_type":"Objective","completionTrackingKey":"step000","steps":[{"_type":"Tutorial Steps","content":"
Provide a Display Name
\n\n
Before packaging, make your item identifiable to other players by giving it a display name. This name will show up in game menus.
\n\n\n
Find your weapon Blueprint asset (TutorialWeapon01) in the Content Browser and open it.
\n\n
\n\n
\n\n\t
Click on the Class Defaults button on the toolbar to bring up weapon properties in the Details panel
\n\t
Enter a desired Display Name
\n\t
Click the Save button
\n\n
\n\n
Your weapon now has a name that will show up in game menus.
\n"},{"_type":"Tutorial Steps","content":"
Package Assets (Share If You Want)
\n\n
Sharing automatically packages your assets. You then have an option to share publicly, but you do not have to. If you do not, you can still use your packages assets in an offline game. If you do share publicly, your assets will be visible to anyone who join your game.
\n\n\n
In the Level Editor tab select the Share drop down, and choose Share a Weapon.
\n\n\n
Choose TutorialWeapon01 from the pop-up menu. This packages asset and all its dependencies into a .pak file. While the process is running, you will see a Packaging Weapon... notification in the lower right of your screen.
\n\n\n
When packaging is complete, you will have an option to share publicly.\n\n
\n\t
Yes means your assets can be enjoyed by anyone who joins your server.\n\n\t
(This will start the Epic Games Launcher to upload the .pak files to UT File Storage)
\n\t
\n\t
No means the packaged assets are available for your use offline.
\n
\n
\n"},{"_type":"Tutorial Steps","content":"
Play a Game with Your Weapon!
\n\n
To play a round on your weapon, select Play → Create Game.
\n\n
\n\n
Select the Weapon Replacement mutator and use the \"→\" to add it to the active mutator list. Click on Configure Mutator to pick which weapons should be replaced with your weapon.
\n\n
\n\n
Pick the weapon to replace on the left. You should see your weapon appear in the combo box on the right.
\n"}]},{"completionDisplayName":"Package and share a cosmetic item","_type":"Objective","completionTrackingKey":"step001","steps":[{"_type":"Tutorial Steps","content":"
Package and Share a Cosmetic Item
\n\n
Under Construction
\n\n
We are still working out some kinks in the process; it may not work depending on your setup.
\n"},{"_type":"Tutorial Steps","content":"
Provide a Display Name and Author
\n\n
Before packaging, make your item identifiable to other players by giving it a display name. This name will show up in game menus.
\n\n\n
Find your weapon Blueprint asset (TutorialHat01) in the Content Browser and open it.
\n\n
\n\n\n
\n\n\t
Click on the Class Defaults button on the toolbar to bring up asset properties in the Details panel
\n\t
Enter a desired Cosmetic Name
\n\t
Enter a desired Cosmetic Author
\n\t
Click the Save button
\n\n
\n\n
Your item now has a name that will show up in game menus.
\n"},{"_type":"Tutorial Steps","content":"
Package Assets (Share If You Want)
\n\n
Sharing automatically packages your assets. You then have an option to share publicly, but you do not have to. If you do not, you can still use your packages assets in an offline game. If you do share publicly, your assets will be visible to anyone who join your game.
\n\n\n
In the Level Editor tab select the Share drop down, and choose Share a Cosmetic Item.
\n\n\n
Choose TutorialHat01 from the pop-up menu. This packages asset and all its dependencies into a .pak file. While the process is running, you will see a Packaging Cosmetic Item... notification in the lower right of your screen.
\n\n\n
When packaging is complete, you will have an option to share publicly.\n\n
\n\t
Yes means your assets can be enjoyed by anyone who joins your server.\n\n\t
(This will start the Epic Games Launcher to upload the .pak files to UT File Storage)
\n\t
\n\t
No means the packaged assets are available for your use offline.
\n
\n
\n"},{"_type":"Tutorial Steps","content":"
Play a Game with Your Cosmetic Item!
\n\n
\n\n
\n\n
To use your hat in game, select Player Settings from the gear menu.
\n\n
\n\n
Select your cosmetic item in the Hat combo box. Press J to taunt with your hat during a match.
\n"}]},{"completionDisplayName":"Package and share a level (map)","_type":"Objective","completionTrackingKey":"step002","steps":[{"_type":"Tutorial Steps","content":"
Provide a Map Name
\n\n
Before packaging, make your map identifiable to other players by giving it an appropriate file name, description, and author.
\n\n
\n\n
\n\n
\n
Video : Open and save your map with an appropriate name for packaging:
\n\n
\n\t
In order for the game's menus to discover the map you must:\n\n\t
\n\t\t
Save the map into /Content/RestrictedAssets/Maps/...
\n\t\t
Prefix any Deathmatch maps with DM-
\n\t\t
Prefix any CTF maps with CTF-
\n\t
\n\t
\n\t
Click on File → Open Level to open a map for packaging.
\n\t
Search for the map you want to package (e.g. levelTutorialMap) and double-click to open it.
\n\t
If your map does not meet the above naming and location criteria, save the map with an appropriate name by using File → Save As.
\n
\n\n
Your map will appear in the game menus with the name you provided once you have packaged it.
\n
\n\n
\n\n
Fill out Author and Description
\n\n
\n\n\n
\n\n\t
Click on the Window → World Settings to summon World Settings panel
\n\t
Enter a desired Author
\n\t
Enter a desired Description
\n\t
Click the Save button on the main toolbar
\n\n
\n"},{"_type":"Tutorial Steps","content":"
Package Assets (Share If You Want)
\n\n
Sharing automatically packages your assets. You then have an option to share publicly, but you do not have to. If you do not, you can still use your packages assets in an offline game. If you do share publicly, your assets will be visible to anyone who join your game.
\n\n\n
In the Level Editor tab select the Share drop down, and choose Share a Level.
\n\n\n
While the process is running, you will see a Packaging Level... notification in the lower right of your screen.
\n\n\n
When packaging is complete, you will have an option to share publicly.\n\n
\n\t
Yes means your assets can be enjoyed by anyone who joins your server.\n\n\t
(This will start the Epic Games Launcher to upload the .pak files to UT File Storage)
\n\t
\n\t
No means the packaged assets are available for your use offline.
\n
\n
\n"},{"_type":"Tutorial Steps","content":"
Play a Round on Your Map
\n\n
To play a round on your map, select Play → Create Game.
\n\n
\n\n
Then choose CTF or Deathmatch from the Game Type combo box. Click on the combo box labeled Map and select your map from the list.
\n"}]}]},"_noIndex":false,"_images_":["https://cdn2.unrealengine.com/UnrealTournament/Tutorials/package-share/ShareTutorialShot-800x400-686709593.png"],"jcr:baseVersion":"a7ca237317f1e779a04e19-1744-491f-8285-19e7363b42f5","_urlPattern":"/tutorials/package-and-share","_slug":"package-and-share","_activeDate":"2015-02-26T03:27:25.939Z","lastModified":"2020-05-10T03:24:38.473Z","_locale":"en-US","_id":"58cfd62e-0cab-4121-87c7-df3f388a53e0"},{"jcr:isCheckedOut":true,"headerImage":"https://cdn2.unrealengine.com/UnrealTournament/Tutorials/CosmeticItem/Cosmetic-Item-1024x512-1326814937.jpg","_title":"Make a Top Hat with Fiery Taunt","tutorial":{"summary":"\n
\n\tGoing further...\n
\n\n
\n\tIf you would like to go further, explore other gameplay scripts for your hat...\n
\n\n
\n\t
\n\t\tPlay a sound when a frag is scored\n\t
\n\t
\n\t\tAdjust kill streak hat properties\n\t
\n\t
\n\t\tHint: explore the Event Graph in the hat Blueprint.\n\t
\n\tWe are going to make a cosmetic item that can be worn by your UT character, a new hat that bursts into flame when you taunt.\n
\n\n
\n\t\n
\n\n
\n\t
\n\t\tIn this process you will:\n\t
\n\n\t
\n\t\t
\n\t\t\tImport new mesh and texture files\n\t\t
\n\t\t
\n\t\t\tAssemble the hat\n\t\t
\n\t\t
\n\t\t\tApply flames taunting effect\n\t\t
\n\t
\n
\n","completionTime":"15 mins","tutorialKey":"tut001","orderNumber":7,"_type":"Tutorial","name":"Create a Taunting Fire Hat","type":"share","objective":[{"orderNumber":1,"completionDisplayName":"Import new mesh and texture","_type":"Objective","completionTrackingKey":"step000","previewContent":"","steps":[{"_type":"Tutorial Steps","content":"
Getting Started
\n\n
\n\n
\n
Launch the UT Editor (you can do this from the Launcher under Unreal Tournament → Create → Launch)
\n\n\n\t
In the UT Editor go to File → Open Level
\n\t
Select Restricted Assets
\n\t
Type tutorial to find all tutorial maps
\n\t
Open the CosmeticItemTutorialMap
\n\n\n
Note: Selecting Content sometimes shows no items. Select Restricted Assets instead.
\n
\n"},{"_type":"Tutorial Steps","content":"
Taunt to View the Hat
\n\n
An easy way to preview the hat on your head is to play a taunt animation by pressing J.
\n\n
\n\n
\n\n
\n
Video 2 : Look at the existing hat by taunting.
\n\n
\n\t
Press Play to preview the game in the editor window
\n\t
Press J to see how the hat looks on you while you taunt
Click on Import, and select the files TopHat_Mesh.FBX and TopHat_Texture.TGA located in ...\\UnrealTournament\\Content\\RestrictedAssets\\Tutorials\\...
\n\t
A dialogue box will pop up that is called FBX Import Options; just click on Import on the bottom right
\n
\n
\n\n
You should see a top hat Static Mesh and a top hat Texture in your Content Browser.
\n"}],"content":""},{"orderNumber":2,"completionDisplayName":"Assemble the hat","_type":"Objective","completionTrackingKey":"step001","previewContent":"","steps":[{"_type":"Tutorial Steps","content":"
Assemble the Hat (Create Material)
\n\n
In Unreal Engine, materials combine multiple textures and apply them to any surface. To apply our texture to the hat mesh, we must create a material.
\n\n
\n\n
\n\n
\n
Video 4 : Create a material that applies the imported texture to surfaces.
\n\n
\n\t
Right click on the TopHat_Texture, and select Create Material from the dialogue box
\n\t
You should see a new material called TopHat_Texture_Mat
\n
\n
\n"},{"_type":"Tutorial Steps","content":"
Assemble the Hat (Apply Material)
\n\n
\n\n
\n\n
\n
Video 5 : Apply material to mesh
\n\n
\n\t
In the Content Browser, double click the TopHat_Mesh to edit it
\n\t
Click in the viewport, and then press F to focus on the mesh
\n\t
Find the material selector for Element 0 under the LOD0 category; it is set to WorldGridMaterial by default
\n\t
Click on the material selector and pick TopHat_Texture_Mat from the list
\n\t
The material is now applying a texture to the hat; the top hat should appear textured in the viewport
\n
\n
\n"},{"_type":"Tutorial Steps","content":"
Assemble the Hat (Blueprint)
\n\n
In Unreal Engine, Blueprints combine art assets with logic to create visual effects and gameplay. We will modify the existing Blueprint to use our top hat assets instead of the beret.
\n\n
\n\n
\n\n
\n
Video 6 : Modify the hat Blueprint to use top hat assets.
\n\n
\n\t
Locate the existing hat Blueprint in the Content Browser by searching for TutorialHat01; double click the blueprint to edit it. Note: when looking for content, remember to clear all filters.
\n\t
In the Blueprint editor, click on the Viewport tab to see the components being assembled into the beret
\n\t
Click on the HatMesh to select it (either in the Viewport or in the Components panel); press F to focus
\n\t
In the Details panel, find the Static Mesh property (currently set to SM_BeretCap) and select the TopHat_Mesh
\n
\n
\n"},{"_type":"Tutorial Steps","content":"
Test the Assembled Hat
\n\n
Now that we have made your changes to the Tutorial Hat, you can test it out right in the editor window.
\n\n
\n\n
\n\n
Video 7 : Test the hat assembly.\n
\n\t
Press Play to test the game
\n\t
Press J to see how you look in the new hat
\n\t
Press ESC to go back to editing
\n
\n
\n"}],"content":""},{"orderNumber":4,"completionDisplayName":"Save your hat","_type":"Objective","completionTrackingKey":"step003","previewContent":"","steps":[{"_type":"Tutorial Steps","content":"
Saving Your Hat
\n\n
\n\n
\n\t
Save any modified assets by pressing the Save All button in the Content Browser.
\n\t
You may see a prompt asking which items to save. Check any items that you have modified and click Save Selected \n\t
\n\t
To use the hat in a game (outside the editor), you have to package it for sharing. Package and Share
Blueprints do more than just assemble components together; they can also add logic. Let us add logic to make the top hat burst into flames when you taunt.
\n\n
\n\n
\n\n
\n
Video 8 : Add scripted behavior to your hat.
\n\n
\n\t
Open your TutorialHat01 blueprint from the Content Browser.
\n\t
Click on the Event Graph tab
\n\t
Find the section of the script that mentions Burst into flames and drag the mouse to connect the output from the taunt event to the input of the particle system
\n\t
This will enable a scripted event that plays the flame particle effects every time a character taunts while wearing the hat
\n
\n
\n"},{"_type":"Tutorial Steps","content":"
Test the Taunting Effect
\n\n
The top hat should now burst into flames whenever you dance. Hit play and then press J once you are in game to taunt and check out the effect!
\n\n
\n\n
\n"}],"content":""}]},"_noIndex":false,"_images_":["https://cdn2.unrealengine.com/UnrealTournament/Tutorials/CosmeticItem/Cosmetic-Item-1024x512-1326814937.jpg"],"jcr:baseVersion":"a7ca237317f1e7beb94d3e-74e7-486c-9180-e8ba0bf968fb","_urlPattern":"/tutorials/cosmetic-item","_slug":"cosmetic-item","_activeDate":"2015-02-26T04:49:58.741Z","lastModified":"2020-05-10T01:33:27.685Z","_locale":"en-US","_id":"ab5f4dff-432f-434e-8b34-a81942689f98"},{"jcr:isCheckedOut":true,"headerImage":"https://cdn2.unrealengine.com/UnrealTournament/Tutorials/Weapon01-NewGun/Weapon01-NewGun-1024x512-1366851541.PNG","_title":"Create Powerful New Weapons","tutorial":{"summary":"\n
\n\tGoing further...\n
\n\n
\n\tIf you would like to go further, explore changing properties in the blueprint or adjust the secondary fire projectile blueprint...\n
\n\n
\n\t
\n\t\tCreate instagibs by adjusting the weapon damage\n\t
\n\t
\n\t\tCustomize knockback physics through momentum values\n\t
\n\tYou are going to make a more powerful version of a tutorial weapon modeled on the Shock Rifle in Unreal Tournament. \n
\n\n
\n\t\n
\n\n
\n\t
\n\t\tIn this tutorial you will:\n\t
\n\n\t
\n\t\t
\n\t\t\tModify the weapon's rate of fire\n\t\t
\n\t\t
\n\t\t\tModify the weapon's ammo capacity\n\t\t
\n\t\t
\n\t\t\tSave your modified weapon\n\t\t
\n\t
\n
\n","completionTime":"15 Mins","tutorialKey":"tut000","orderNumber":1,"_type":"Tutorial","name":"Create Powerful New Weapons","type":"weapon","objective":[{"orderNumber":1,"completionDisplayName":"Blueprint ready for modifying","_type":"Objective","completionTrackingKey":"step000","previewContent":"","steps":[{"_type":"Tutorial Steps","content":"
Getting Started
\n\n
\n\n
\n
Launch the UT Editor (you can do this from the Launcher under Unreal Tournament → Create → Launch)
\n\n\n\t
In the UT Editor go to File → Open Level
\n\t
Select Restricted Assets
\n\t
Type tutorial to find all tutorial maps
\n\t
Open the WeaponTutorialMap
\n\n\n
Note: Selecting Content sometimes shows no items. Select Restricted Assets instead.
\n
\n"},{"_type":"Tutorial Steps","content":"
Look at the sample weapon
\n\n
You can test your weapon right from the editor. On the weapon base we’ve provided you with a sample weapon that is based on UT’s famous Shock Rifle. Hit the Play button, pick it up, and see how the Tutorial Rifle works. Once you’re in game, left-click for a beam attack, or right-click for a projectile shot.
\n\n
\n\n
\n\n
Video 2 : Play In Editor to test the functionality of your sample Tutorial Weapon.
Video 3 : The Tutorial Weapon’s beam attack is slow; let's make it shoot faster!\n
First, we must find the Blueprint from which the Tutorial Weapon is made:
\n\n
\n\t
Select the Content folder in the Content Browser
\n\t
Filter by Blueprint Class
\n\t
Search for TutorialWeapon01
\n\t
Edit the Tutorial Weapon Blueprint by double clicking on it
\n
\n
\n\n
You should now see the Tutorial Weapon Blueprint and are ready to start modifying weapon parameters.
\n"}],"content":""},{"orderNumber":2,"completionDisplayName":"Weapon rate of fire modified","_type":"Objective","completionTrackingKey":"step001","previewContent":"","steps":[{"_type":"Tutorial Steps","content":"
Modify the Rifle's Rate of Fire
\n\n
Now that we have the Blueprint for the Tutorial Weapon, we can change how quickly the rifle fires and how much ammo it can hold. We just have to change some numbers: Blueprints: UE4's visual scripting language. More...
\n\n
\n\n
\n\n
\n
Video 4 : Editing the weapon’s blueprint parameters:
\n\n
\n\t
First, select Class Defaults to open the Blueprint’s default properties.
\n\t
Find the Ammo and Max Ammo fields and change the values from 40 to 800, increasing the weapon’s ammo capacity.
\n\t
Then, find the Fire Interval group (click the arrow to expand it if necessary). The two fields under Fire Interval are 0 (primary fire, beam attack) and 1 (alternate fire, projectile shot). Change the value associated with 0 from 0.7 to 0.1. This reduces the time between shots to increase the rate of fire.
\n
\n
\n"},{"_type":"Tutorial Steps","content":"
Press Play to See Your Changes in Game
\n\n
Now that we have made your changes to the Tutorial Weapon, test it out right in the editor window.
\n\n
\n\n
\n\n
Video 5 : If necessary, you can minimize or even close the Blueprint window; your changes will remain until you shut down the UT Editor. After clicking on play, you can hit escape to go back to editing mode.
\n\n
Your rifle should now fire rapidly. Test it out by playing the level and mowing down the targets!
\n"}],"content":""},{"orderNumber":3,"completionDisplayName":"Save your newly modified weapon","_type":"Objective","completionTrackingKey":"step002","previewContent":"","steps":[{"_type":"Tutorial Steps","content":"
Saving Your Weapon
\n\n
\n\n
\n\t
Save any modified assets by pressing the Save All button in the Content Browser.
\n\t
You may see a prompt asking which items to save. Check any items that you have modified and click Save Selected \n\t
\n\t
To use the weapon in a game (outside the editor), you have to package it for sharing. Package and Share
\n\tIf you would like to go further, explore some of the other properties within this blueprint:\n
\n\n
\n\t
\n\t\tChange the weapon’s secondary Fire Effect from a purple energy ball to a flaming fireball\n\t
\n\t
\n\t\tChange the Fire Sound to something more explosive.\n\t
\n
\n\n\n\n
\n\tNext Steps\n
\n\n
\n\tMake a unique cosmetic item, a hat that explodes into flames when you taunt! Create a Taunting Fire Hat \n
\n","overview":"
\n\tStart a Fire\n
\n\n
\n\tIn this tutorial you will change the impact effect of your weapon to a burst of flame.\n
\n\n
\n\t\n
\n\n
\n\t
\n\t\t
\n\t\t\tMake a custom damage effect for your weapon\n\t\t
\n\t\t
\n\t\t\tApply a damage effect to a weapon’s projectiles\n\t\t
\n\t
\n
\n","completionTime":"15 Mins","tutorialKey":"tut003","orderNumber":3,"_type":"Tutorial","name":"Create Custom Impact Effect","type":"weapon","objective":[{"orderNumber":1,"completionDisplayName":"Find the impact effect","_type":"Objective","completionTrackingKey":"step000","previewContent":"","steps":[{"_type":"Tutorial Steps","content":"
Getting Started
\n\n
\n\n
\n
Launch the UT Editor (you can do this from the Launcher under Unreal Tournament → Create → Launch)
\n\n\n\t
In the UT Editor go to File → Open Level
\n\t
Select Restricted Assets
\n\t
Type tutorial to find all tutorial maps
\n\t
Open the WeaponTutorialMap
\n\n\n
Note: Selecting Content sometimes shows no items. Select Restricted Assets instead.
\n
\n"},{"_type":"Tutorial Steps","content":"
Test the Sample Weapon
\n\n
You can test your weapon right from the editor. We have provided you with a sample weapon that is based on UT’s famous Shock Rifle. Hit the Play button and see how the Tutorial Rifle works. Once you are in game, left-click for a beam attack, or right-click for a projectile shot.
\n\n
\n\n
\n\n
\n
Video 2: In this video:
\n\n
\n\t
Press Play to preview the weapon in the editor
\n\t
Fire a few round to get a feel for the weapon
\n\t
Press ESC to exit the preview
\n
\n
\n"},{"_type":"Tutorial Steps","content":"
Find the Blueprint for the Impact Effect
\n\n
We want to change the impact effect for the weapon's beam attack. The beam attack is itself created from a Blueprint. We must first find the Blueprint from which the Tutorial Weapon is created. The Tutorial Weapon's Blueprint will lead us to the Blueprint for the impact effect. Here is how to do that:
\n\n
\n\n
\n\n
\n
Video 3: Finding the impact effect. The Tutorial Weapon Blueprint will lead us to the Blueprint for the impact effect.
\n\n
\n\t
Find the Tutorial Weapon Blueprint:\n\n\t
\n\t\t
Click on Content to summon the Content Browser
\n\t\t
Select the Content folder in the Content Browser
\n\t\t
Search for TutorialWeapon01. Note: when searching for content remember to clear all filters.
\n\t\t
Double-click the TutorialWeapon01 Blueprint to open it
\n\t
\n\t
\n\t
Find the Blueprint for the impact effect:\n\t
\n\t\t
Expand the Impact Effect category
\n\t\t
Note that the Damage Type is set to TutBeam01_Impact
\n\t\t
Click on the magnifying glass to quickly find TutBeam01_Impact in the Content Browser
\n\t\t
Double click on TutBeam01_Impact to open it
\n\t
\n\t
\n
\n\n
You should now be looking at a Blueprint for the beam weapon impact and are ready to start modifying the impact effect.
Video 5 : Verify that the impact effect starts a fire.
\n\n
\n\t
Press Play to preview the game
\n\t
Discharge your weapon to make sure it starts a fire on impact
\n
\n
\n"}],"content":""},{"orderNumber":3,"completionDisplayName":"Save your impact effect","_type":"Objective","completionTrackingKey":"step002","previewContent":"","steps":[{"_type":"Tutorial Steps","content":"
Saving Your Impact Effect
\n\n
\n\n
\n\t
Save any modified assets by pressing the Save All button in the Content Browser.
\n\t
You may see a prompt asking which items to save. Check any items that you have modified and click Save Selected \n\t
\n\t
To see the impact effect in a game (outside the editor), you have to package your weapon (TutorialWeapon01) for sharing. Package and Share
\n
\n"}]}]},"_noIndex":false,"_images_":["https://cdn2.unrealengine.com/UnrealTournament/Tutorials/FireStarter-1024x512-802106578.jpg"],"jcr:baseVersion":"a7ca237317f1e70fe91b63-4296-4896-9fd2-e7babbbf0883","_urlPattern":"/tutorials/custom-impact-effect","_slug":"custom-impact-effect","_activeDate":"2015-02-26T05:01:03.687Z","lastModified":"2020-05-10T01:29:45.248Z","_locale":"en-US","_id":"e22d6de9-300d-445b-92fa-8efdf5087904"},{"jcr:isCheckedOut":true,"headerImage":"https://cdn2.unrealengine.com/UnrealTournament/Tutorials/Map02-Geometry/LevelTutorialShot02-1024x512-769039600.png","_title":"Map Making 2 of 3 (Geometry)","tutorial":{"summary":"\n
\n\tGoing Further\n
\n\n
\n\tIf you would like to go beyond this tutorial, explore by:\n
\n\n
\n\t
\n\t\tAdding more usual geometry like a cylinder\n\t
\n\t
\n\t\tExplore changing BSP into an irregular shape by dragging on vertexes or edges\n\t
\n\t
\n\t\tContinue experimenting with the gizmos (translation (W), rotation (E), and scale (R))\n\t
\n\tGeometry tools (a.k.a. BSP) in Unreal Engine are a quick way to create a shell for our level. Geometry tools are convenient for testing out map ideas and making sure the level is fun to play. This is usually done before beautifying the level. You will:\n
\n\n
\n\t
\n\t\tNavigate the camera through the level\n\t
\n\t
\n\t\tAdd and subtract parts of the level using Geometry tools\n\t
\n\t
\n\t\tAdd and manipulate meshes in the level\n\t
\n
\n","completionTime":"15 Mins","tutorialKey":"tut005","orderNumber":5,"_type":"Tutorial","name":"Map Making 2 of 3 (Geometry)","type":"map","objective":[{"orderNumber":1,"completionDisplayName":"Validate the full build","_type":"Objective","completionTrackingKey":"step000","previewContent":"","steps":[{"_type":"Tutorial Steps","content":"
Getting Started
\n\n
We have created a level to help familiarize you with various elements that affect a level's gameplay. Open LevelTutorialMap to see what we have prepared:
\n\n
\n\n
\n\n
\n
Video 1 : Open a map that demonstrates gameplay elements in action:
\n\n
\n\t
Click on File → Open Level.
\n\t
Search for levelTutorialMap and double-click to open it. \n\tNote: Selecting Content sometimes shows no items. Select Restricted Assets instead.
\n\t
To save the map as your own, use File → Save As.
\n\t
In order for the game's menus to discover the map you must:\n\t
\n\t\t
Save the map into /Content/RestrictedAssets/Maps/...
\n\t\t
Prefix any Deathmatch maps with DM-
\n\t\t
Prefix any CTF maps (Note: this tutorial is for designing a CTF map) with CTF-
\n\t\t
To play the map outside of the editor, you must package the map. Package and Share
\n\t
\n\t
\n
\n
\n"},{"_type":"Tutorial Steps","content":"
Viewport Navigation
\n\n
Quickly moving around the viewport in Unreal Engine is fundamental to building levels.
\n\n
\n\n
\n\n
\n
Video 2: Moving around the viewport:
\n\n
\n\t
Hold down Right Mouse Button and move the mouse to look around
\n\t
While holding Right Mouse Button use Q and E to move down and up
\n\t
While holding Right Mouse Button use WASD keys to move forward, left, back, or right
\n
\n
\n"},{"_type":"Tutorial Steps","content":"
Build a Bridge
\n\n
There’s a purple Damage Amp power-up sitting on an unreachable island in the LevelTutorialMap, and you will build a bridge and path so that the player can reach it.
\n\n
In this step, you use geometry tools to place an additive BSP cube to make the bridge spanning the gap. Then you will use a subtractive BSP cube to cut a path for the player.
Navigate the view to the missing bridge. It is marked by hazard stripes.
\n\t
Under the Place mode tab (upper left corner) select the BSP subtab
\n\t
Drag a Box from the BSP subtab onto one of the hazard stripes. This creates an additive BSP Brush, which adds geometry to the world.
\n\t
The next step is to move the box (BSP Brush) into position to start bridging the gap. You do this by pressing W to switch to the translation gizmo; drag the arrows on the cube to move it around in your map until it is lined up against the hazard stripes.
\n\t
As the BSP Brush (box) is not wide enough, you’ll need to stretch it to create a wider box. Switch into Geometry Editing Mode by selecting the trimmed box icon from the Modes window or by pressing SHIFT + 5. You will notice the Modes panel change when you are in Geometry editing mode. Selected BSP shapes are blue when their geometry is being edited.
\n\t
In Geometry Editing Mode, selecting a BSP surface highlights the surface in orange. The transform gizmo will appear in the center of the selected (orange) surface. Left clicking and dragging a specific axis (it turns yellow), allows you to resize the cube surface larger or smaller along that axis.
\n\t
Reshape the cube until it makes for an appropriate bridge.
\n\t
Notice that the BSP box is a transparent blue. To commit the changes you have made, find the Build → Build Geometry (Current Level) on the toolbar. The default shortcut is Ctrl+Shift+B. Note: the build process may report errors that are not serious.
\n
\n\n
You should now see a solid bridge where there was once a gap between hazard stripes.
\n\n
Fixing Mistakes
\n\n
In the creative modding process, you will want to delete and correct ideas that didn't work. Quick ways to fix mistakes include:
\n\n
\n\t
UNDO by pressing CTRL+Z. UNDO can require a Build Geometry (shortcut: CRTL+SHT+B) instruction to update the level and see the action has been reversed.
\n\t
DELETE by selecting a BSP Brush and hitting delete will delete the BSP Brush. To see the object removed requires you to Build Geometry afterwards to update the level.
\n\t
To completely start over, simply reload the tutorial map and begin anew.
\n
\n
\n"},{"_type":"Tutorial Steps","content":"
Subtract a Tunnel
\n\n
Our bridge leads to tower wall. We can create a tunnel through the tower by subtracting a BSP shape from it. This is a powerful technique for iterating on a map's gameplay; a level designer can move an entire corridor by adjusting the position of a subtractive brush.
\n\n
\n\n
\n\n
\n
Video 4 : Subtracting a tunnel through the tower:
\n\n
\n\t
Begin by placing another box. Select Place from the tool mode panel, and switch to the BSP sub tab.
\n\t
Drag and drop a BSP box primitive from the Browser into the map viewport to add it to your world.\n\t
\n\t\t
Drag the arrows on the cube to move it around in your map until it is lined up against the wall near the \"hazard\" stripes.
\n\t\t
Note: you can click on the cube to re-select it if you want to adjust its placement later.
\n\t
\n\t
\n\t
Switch to Geometry Editing, and use the method outlined earlier to reshape your box brush until it is large enough to cut a hole in the tower and open the path to the powerup.
\n\t
In the Details panel for your BSP box, search for the dropdown next to Brush Type, and switch it from Additive (blue) to Subtractive (red). Instead of adding geometry, this BSP box will now cut holes in existing geometry.
\n\t
Use Build→Build Geometry (Current Level) or press Ctrl+Shift+B to enact your BSP changes.
\n
\n
\n"},{"_type":"Tutorial Steps","content":"
Full Build
\n\n
For the sake of speed, we have been building only Geometry; this does not update lighting, navigation, or other engine systems. Now that we completed our bridge and tunnel, let's update any stale data.
\n\n
\n\n
\n\n
\n
Video 5 : Perform a full build.
\n\n
\n\t
Press Build on the toolbar, this may take some time to complete
\n\t
Once finished, look around. Notice that the lighting has now been updated based on the geometry changes
\n\t
Now that the bridge is complete, make sure it is usable. Press Play on the toolbar to test out the bridge by running over it
Geometry editing is great for quickly trying out ideas, but it does not allow for finer detail. Detailed items are added on top of BSP to beautify the level. Let us add some decoration to the bridge.
\n\n
\n\n
\n\n
\n
Video 6: Add bridge decoration.
\n\n
\n\t
Summon the Content Browser by pressing the Content button on the tool bar
\n\t
In the Content Browser, select the Content folder. Then search for SM_TrimHollow
\n\t
Drag and drop the SM_TrimHollowStatic Mesh from the Content Browser to the map viewport. Note: you can click on the railing to re-select it if you want to adjust its placement later.
\n\t
Align the trim to the edge of the bridge:\n\t
\n\t\t
When an object is selected, pressing Space cycles through different gizmo modes:\n\t\t
\n\t\t\t
translation (gizmo with arrows)
\n\t\t\t
rotation (gizmo with arcs)
\n\t\t\t
scaling (gizmo with boxes)
\n\t\t
\n\t\t
\n\t\t
Use the different gizmo to manipulate the trim until it lines up with the edge of the bridge
\n\t
\n\t
\n
\n
\n"},{"_type":"Tutorial Steps","content":"
Duplicating Detail
\n\n
Instead of placing a new item every time, it is often useful to duplicate items that are already in the level. Let us use duplication to decorate the other side of the bridge.
\n\n
\n\n
\n\n
\n
Video 7 : Decorate the other side of the bridge.
\n\n
\n\t
Select the trim mesh we just added
\n\t
Use SPACE to cycle to the translation gizmo
\n\t
Hold ALT and drag one of the translation arrows. Notice that we are duplicating the mesh in the process
\n\t
Using the gizmo, align the mesh to the other side of the bridge
\n
\n
\n\n
The bridge should now have trim on both sides
\n"}],"content":""},{"orderNumber":3,"completionDisplayName":"Build and test","_type":"Objective","completionTrackingKey":"step002","previewContent":"","steps":[{"_type":"Tutorial Steps","content":"
Build and Test
\n\n
It's time to test our changes. After making changes it is often tedious to start at the beginning of the level. Unreal Engine provides a Play from here option in the Viewport's context menu to save some time.
\n\n
\n\n
\n\n
\n
Video 8 : Final testing.
\n\n
\n\t
Perform a full build by pressing Build on the toolbar. Wait for completion
\n\t
Once the build is done, right click on a spot near the bridge and select Play from here
\n\t
Notice that you spawn exactly where you clicked
\n\t
Wrap up by checking out the bridge we have constructed
\n
\n
\n"}],"content":"
\n\t\n
\n"}]},"_noIndex":false,"_images_":["https://cdn2.unrealengine.com/UnrealTournament/Tutorials/Map02-Geometry/LevelTutorialShot02-1024x512-769039600.png"],"jcr:baseVersion":"a7ca237317f1e7d0042613-29c9-40ab-a545-ea040cce55cb","_urlPattern":"/tutorials/map02-geometry","_slug":"map02-geometry","_activeDate":"2015-02-26T05:18:36.584Z","lastModified":"2020-05-10T01:26:57.709Z","_locale":"en-US","_id":"989da1ad-40f2-4290-b719-64987107cd8e"},{"jcr:isCheckedOut":true,"headerImage":"https://cdn2.unrealengine.com/UnrealTournament/Tutorials/Map01-Gameplay/Map01-Gameplay-1024x512-1363280842.png","_title":"Map Making 1 of 3 (Gameplay)","tutorial":{"summary":"\n
\n\tGoing Further\n
\n\n
\n\tIf you would like to go beyond this tutorial, explore by:\n
\n\n
\n\t
\n\t\tPlacing more jump pads\n\t
\n\t
\n\t\tChanging the arc of the jump. Hint: think jump time\n\t
\n\t
\n\t\tTry chaining jump together into a sequence\n\t
\n\tThe gameplay of a level is affected by much more than level geometry. Where players spawn, the locations of weapon pickups, and presence of jump pads can completely alter the player experience.\n
\n\n
\n\t\n
\n\n
\n\t
\n\t\t In this tutorial you will:\n\t
\n\n\t
\n\t\t
\n\t\t\tAdd player spawn locations\n\t\t
\n\t\t
\n\t\t\tAdd weapon pickups\n\t\t
\n\t\t
\n\t\t\tModify jump pads\n\t\t
\n\t
\n
\n","completionTime":"15 Mins","tutorialKey":"tut006","orderNumber":4,"_type":"Tutorial","name":"Map Making 1 of 3 (Gameplay)","type":"map","objective":[{"orderNumber":1,"completionDisplayName":"Tested player spawn points","_type":"Objective","completionTrackingKey":"step000","previewContent":"","steps":[{"_type":"Tutorial Steps","content":"
Getting Started
\n\n
We have created a level to help familiarize you with various elements that affect a level's gameplay. Open LevelTutorialMap to see what we have prepared:
\n\n
\n\n
\n\n
\n
Video 1 : Open a map that demonstrates gameplay elements in action:
\n\n
\n\t
Click on File → Open Level.
\n\t
Search for levelTutorialMap and double-click to open it. \n\tNote: Selecting Content sometimes shows no items. Select Restricted Assets instead.
\n\t
To save the map as your own, use File → Save As.
\n\t
In order for the game's menus to discover the map you must:\n\t
\n\t\t
Save the map into /Content/RestrictedAssets/Maps/...
\n\t\t
Prefix any CTF maps (Note: this tutorial is for designing a CTF map) with CTF-
\n\t\t
Prefix any Deathmatch maps with DM-
\n\t\t
To play the map outside of the editor, you must package the map. Package and Share
\n\t
\n\t
\n
\n
\n"},{"_type":"Tutorial Steps","content":"
Add Player Spawn Locations
\n\n
Where the players spawn can have dramatic impact on the gameplay of a map. Let us add a few spawn locations to this map.
\n\n
\n\n
\n\n
\n
Video 2: Adding spawn locations:
\n\n
\n\t
Switch to the Place mode in the Modes panel..
\n\t
We are looking for UTTeam Player Start. Do NOT use the generic Player Start, as it is a generic starting point and does not include a team designation.
\n\t
Drag and drop UTTeam Player Start onto a spot in the level where you want the player to spawn.
\n\t
You can add as many spawn locations as you want.
\n
\n
\n"},{"_type":"Tutorial Steps","content":"
Test Player Spawn
\n\n
Let us verify that the player spawning matches your gameplay intent.
\n\n
\n\n
\n\n
\n
Video 3: Testing player spawn.
\n\n
\n\t
Press Play to preview the map.
\n\t
Press ESC to exit the preview.
\n\t
Repeat the process multiple times. You should experience spawning at the various locations that you have designated.
We are going to add objects that spawn weapons in the game. You will have control of where the locations are and what weapons they generate.
\n\n
\n\n
\n\n
\n
Video 4 : Adding weapon spawners:
\n\n
\n\t
Type WeaponBase into the search bar of the Content Browser to find the WeaponBase Blueprint. Don't forget to clear any existing filters.
\n\t
Drag and drop the WeaponBase Blueprint from the content browser to your map. You can adjust the position of the weapon base by dragging the arrows of the translate gizmo.
\n\t
By default the WeaponBase may have ended up below ground. Shortcut: Raise it up above using the blue (up) arrow of translate gizmo. Then hit the END key to Snap to floor.
\n\t
In the Details panel, select the weapon you want to spawn from the drop down menu labeled Weapon Type.
\n
\n
\n\n
Try playing the level, and picking up the weapon you just placed.
There is a Damage Amp power-up sitting on an island in the center of the map. Let us modify the target location of a jump pad to send us to the power up.
\n\n
\n\n
\n\n
\n
Video 5 : Modify the jump pad.
\n\n
\n\t
Click on a BaseJumpPad in your editor viewport to select it, and note how it draws an arc to indicate the path of the jump and the jump’s destination.
\n\t
Select the jump target (blue diamond) at the jump's destination by clicking on it. Use the translate gizmo's arrows to move the jump destination to the island.
\n\t
Test your changes.
\n\t
The video shows a time-saving technique: right click on the ground and select Play From Here
\n
\n
\n"}],"content":"
\n\t\n
\n"}]},"_noIndex":false,"_images_":["https://cdn2.unrealengine.com/UnrealTournament/Tutorials/Map01-Gameplay/Map01-Gameplay-1024x512-1363280842.png"],"jcr:baseVersion":"a7ca237317f1e7287dfaf6-f910-466d-8627-15a42e63130f","_urlPattern":"/tutorials/map01-gameplay","_slug":"map01-gameplay","_activeDate":"2015-02-26T05:51:13.137Z","lastModified":"2020-05-10T01:24:35.714Z","_locale":"en-US","_id":"24dca574-4180-4948-90d9-71380d6accf2"},{"jcr:isCheckedOut":true,"headerImage":"https://cdn2.unrealengine.com/UnrealTournament/Tutorials/Map03-CTF/LevelTutorialShot03-1684x842-1714042103.png","_title":"Map Making 3 of 3 (CTF)","tutorial":{"summary":"\n
\n\tGoing Further\n
\n\n
\n\tIf you would like to go beyond this tutorial, explore by:\n
\n\n
\n\t
\n\t\tAdding more geometry to the map\n\t
\n\t
\n\t\tAdding additional gameplay elements\n\t
\n\t
\n\t\tAdd more team colors and materials to the map\n\t
\n\t
\n\t\tShare screenshots of your level with the UT community\n\t
\n
\n\n\n\n
\n\tNext Steps\n
\n\n
\n\tAfter saving your map, return to the Modding Homepage for more tutorials or watch the tutorial video, "Map from Scratch" to learn building a UT map from the ground up. Map from Scratch\n
\n","overview":"
\n\tMap Making 3 of 3 (CTF)\n
\n\n
\n\t\n
\n\n
\n\t
\n\t\tIn the last part of this sequence, we will complete the essentials of a CTF level. We will:\n\t
\n\n\t
\n\t\t
\n\t\t\tAdd a CTF flag\n\t\t
\n\t\t
\n\t\t\tMirror the map to create opposing bases\n\t\t
\n\t\t
\n\t\t\tColor the bases\n\t\t
\n\t
\n
\n","completionTime":"15 Mins","tutorialKey":"tut007","orderNumber":6,"_type":"Tutorial","name":"Map Making 3 of 3 (CTF)","type":"map","objective":[{"orderNumber":1,"completionDisplayName":"Confirm full build","_type":"Objective","completionTrackingKey":"step000","previewContent":"","steps":[{"_type":"Tutorial Steps","content":"
Getting Started
\n\n
We have created a level to help familiarize you with various elements that affect a level's gameplay. Open LevelTutorialMap to see what we have prepared:
\n\n
\n\n
\n\n
\n
Video 1 : Open a map that demonstrates gameplay elements in action:
\n\n
\n\t
Click on File → Open Level.
\n\t
Search for levelTutorialMap and double-click to open it. \n\tNote: Selecting Content sometimes shows no items. Select Restricted Assets instead.
\n\t
To save the map as your own, use File → Save As.
\n\t
In order for the game's menus to discover the map you must:\n\t
\n\t\t
Save the map into /Content/RestrictedAssets/Maps/...
\n\t\t
Prefix any Deathmatch maps with DM-
\n\t\t
Prefix any CTF maps with CTF-
\n\t\t
To play the map outside of the editor, you must package the map. Package and Share
\n\t
\n\t
\n
\n
\n"},{"_type":"Tutorial Steps","content":"
Add a CTF Flag
\n\n\n
The first step is adding a Flag Base that spawns the flag and serves as a flag return point.
\n\n
\n\n
\n\n
\n
Video 2: Adding a CTF Flag:
\n\n
\n\t
Select the Content folder in the Content Browser, and type BP_CTFFlagBase into the search bar to find the BP_CTFFlagBase Blueprint. This is the actor that spawns a flag in a CTF match!
\n\t
Drag and drop a BP_CTFFlagBase (Blueprint class) from the Content Browser into the map viewport, and drag the arrows on the Base to move it on to the white arrow-shaped spot in the map. Note: you can click on the flat base in the viewport to re-select it if you want to adjust its placement later
\n
\n
\n\n"},{"_type":"Tutorial Steps","content":"
Create the Opposing Base.
\n\n
You can create the opposing base from scratch using BSP Geometry. To create a symmetrical map, we can duplicate and mirror existing Geometry.
\n\n
\n\n
\n\n
\n
Video 3: Create an opposing CTF base.
\n\n
\n\t
Change your Viewport window from Perspective mode to Top mode to see the map from an orthogrphic birds-eye view
\n\t
Click and drag with the left mouse button to draw a selection box around everything but the central towers. (This will select everything used to build the current CTF base)
\n\t
With the entire CTF base selected, press Ctrl+W to duplicate it and create a second copy of the entire base
\n\t
Use the rotation gizmo to rotate the new base 180 degrees. Then use the translation gizmo to move it into a mirrored position on the opposite side of the towers. (Tap the SPACE key to cycle the mode of your transform gizmo)
\n\t
Once your new base is in place, switch back to Perspective and build Geometry to verify things look correct. (Shortcut: Ctrl+Shift+B)
\n
\n
\n"},{"_type":"Tutorial Steps","content":"
Full Build
\n\n
We have just duplicated a lot of geometry, but only did a cursory build to verify its placement. Lighting, navigation and other subsystems take a little longer to update. Let us perform a Full Build to update those systems.
\n\n
\n\n
\n\n
\n
Video 4 : Perform a full build.
\n\n
\n\t
Press Build on the toolbar
\n\t
This may take some time
\n\t
Once finished, look around. Notice that the lighting has now been updated based on the geometry changes
\n
\n
\n\n
Try playing the level, and picking up the flag you just placed.
\n"}],"content":""},{"orderNumber":2,"completionDisplayName":"Color the rest of the map","_type":"Objective","completionTrackingKey":"step001","previewContent":"","steps":[{"_type":"Tutorial Steps","content":"
Customize the Base for Team Gameplay
\n\n
Assign a team to each FlagBase.
\n\n
\n\n
\n\n
\n
Video 5 : Assign a team to each flag.
\n\n
\n\t
In order to differentiate the red flag from the blue flag, we need to give each side a team number. In UT, Team 0 is Red and Team 1 is Blue. Click on the first flag base in the level and look at its Details panel; change the value in Team Num from 255 (default) to 0 (red). Note: the color around the flag base is now also red
\n\t
Navigate to the opposing team's side of the map. (Hint: while holding Right Mouse Button use the wheel to speed up or slow down your WASD traversal)
\n\t
Set the opposing team's flag base Team Num to 1 (blue)
\n\t
Press Play to verify that you see a spawned flag
\n
\n
\n"},{"_type":"Tutorial Steps","content":"
Assign Team to Player Start
\n\n
Assign a team to each UTTeam Player Start.
\n\n
\n\n
\n\n
\n
Video 6 : Assign a team to each UTTeam Player Start.
\n\n
\n\t
Select a UTTeam Player Start by clicking on it
\n\t
In the Details panel, set the Team Num to 0 for red team and 1 for blue team
\n\t
Test the spawn points by repeatedly spawning; use the Play and ESC in succession. Note: color of the flag should match your team
\n
\n
\n"},{"_type":"Tutorial Steps","content":"
Applying Color
\n\n
Add team colors to the base areas.
\n\n
\n\n
\n\n
\n
Video 7 : Color code the base areas.
\n\n
\n\t
Go to your Content Browser and search for M_Tut_Environment_Detail_Red
\n\t
Drag and drop this material onto the orange colored surfaces in the red base to change them from an orange to red color
\n\t
You can also select multiple surfaces (by Ctrl+Clicking on them) to assign a color to several at once
\n\t
Use M_Tut_Environment_Detail_Blue for the blue base
\n
\n
\n"},{"_type":"Tutorial Steps","content":"
Apply Color to the Rest of the Map
\n\n
\n\n
\n\n
\n
Video 8 : Apply color to the rest of the map.
\n\n
\n\t
Appropriately color both bases
\n\t
Do a Full Build
\n
\n
\n"}],"content":""}]},"_noIndex":false,"_images_":["https://cdn2.unrealengine.com/UnrealTournament/Tutorials/Map03-CTF/LevelTutorialShot03-1684x842-1714042103.png"],"jcr:baseVersion":"a7ca237317f1e7324e3af5-2d27-491e-941b-5379ffe61913","_urlPattern":"/tutorials/map03-ctf","_slug":"map03-ctf","_activeDate":"2015-02-26T05:56:36.648Z","lastModified":"2020-05-10T01:22:34.788Z","_locale":"en-US","_id":"fd5dab81-c3d9-456c-b1e6-57c1a49731fb"},{"jcr:isCheckedOut":true,"headerImage":"https://cdn2.unrealengine.com/UnrealTournament/Tutorials/Weapon02-Cosmetics/WeaponSkin-1024x512-1991839679.png","_title":"Customize Your Weapon Appearance","tutorial":{"summary":"\n
\n\tGoing further...\n
\n\n
\n\tIf you would like to go further, experiment with more pattern properties in the weapon material...\n
\n\n
\n\t
\n\t\tAdjust the pattern Scale U and V parameters\n\t
\n\t
\n\t\tExplore different pattern texture options\n\t
\n\t
\n\t\tTake a picture of your weapon skin and show a friend\n\t
\n\tYou are going customize the tutorial weapon to your own aesthetic preference. \n
\n\n\n
\nIn the process you will:\n
\n\n
\n\t
\n\t\tChange a weapon's color\n\t
\n\t
\n\t\tModify the pattern of the weapon's surface\n\t
\n
","completionTime":"15 Mins","tutorialKey":"tut004","orderNumber":2,"_type":"Tutorial","name":"Customize Weapon Appearance","type":"weapon","objective":[{"orderNumber":1,"completionDisplayName":"Find the weapon material","_type":"Objective","completionTrackingKey":"step000","previewContent":"","steps":[{"_type":"Tutorial Steps","content":"
Getting Started
\n\n
\n\n
\n
Launch the UT Editor (you can do this from the Launcher under Unreal Tournament → Create → Launch)
\n\n\n\t
In the UT Editor go to File → Open Level
\n\t
Select Restricted Assets
\n\t
Type tutorial to find all tutorial maps
\n\t
Open the WeaponTutorialMap
\n\n\n
Note: Selecting Content sometimes shows no items. Select Restricted Assets instead.
\n
\n\n\n
Test the Sample Weapon
\n\n
You can test your weapon right from the editor. We have provided you with a sample weapon that is based on UT’s famous Shock Rifle. Hit the Play button and see how the Tutorial Rifle works. Once you are in game, left-click for a beam attack, or right-click for a projectile shot.
\n\n
\n\n
\n\n
\n
Video 1: In this video:
\n\n
\n\t
Press Play to preview the weapon in the editor
\n\t
Fire a few round to get a feel for the weapon
\n\t
Press ESC to exit the preview
\n
\n
\n\n"},{"_type":"Tutorial Steps","content":"
Find the Weapon Surface Material
\n\n
The surface of any item is described by a Material. The surface of the TutorialWeapon01 is described by the M_TutorialWeapon_Base material. Let's open it for editing:
\n\n
\n\n
\n\n
\n
Video 2: Finding the M_TutorialWeapon_Base material:
\n\n
\n\t
Summon the Content Browser by clicking on Content on the toolbar
\n\t
In the Content Browser, select the Content folder
\n\t
Search for TutorialWeapon. You should see M_TutorialWeapon_Base asset. Note: remember to clear any filters previously set.
\n\t
Double click the asset to open it
\n\t
Adjust the camera for a better angle:\n\t
\n\t\t
Hold Left Mouse Button and drag to rotate
\n\t\t
Hold Right Mouse Button and drag to zoom
\n\t\t
Hold Middle Mouse Button and drag to pan
\n\t
\n\t
\n
\n\n
You should now have a pretty good view of the weapon and are ready to modify its appearance.
You can now experiment with the various appearance options for this weapon. To get you started, we have a few suggestions. To learn more about Materials in UE4...
\n\n
\n\n
\n\n
\n
Video 3 : Change the weapon colors:
\n\n
\n\t
Uncheck the Carbon Fiber Tint check box
\n\t
Change the Dark Metal Tint to a purple
\n
\n
\n"},{"_type":"Tutorial Steps","content":"
Modify Pattern
\n\n
There are many appearance options available. Scrolling down the list reveals more options. Among them is a way to alter the patterns on the weapon's surface.
\n\n
\n\n
\n\n
\n
Video 4 : Change patterns on the weapon's surface:
\n\n
\n\t
Scroll down to find the Light Metal Pattern and enable it by checking the box to the right of the label
\n\t
Change the value of Pattern Color A to a green
\n\t
Make sure to set the brightness of your color to something other than 0; otherwise it will show up as black
\n
\n
\n"},{"_type":"Tutorial Steps","content":"
Take the Weapon for a Spin
\n\n
Customizing the weapon changes its appearance both in the map and in your hands. The view angles are quite different, so let's make sure we like how the weapon looks from multiple angles.
\n\n
\n\n
\n\n
\n
Video 5 : Check the weapon in different scenarios.
\n\n
\n\t
Press Play to preview the game
\n\t
Look at the pickup station from different angles
\n\t
Try picking up the weapon. Does it look good?
\n\t
Consider making further changes until you like the final look
Save any modified assets by pressing the Save All button in the Content Browser.
\n\t
You may see a prompt asking which items to save. Check any items that you have modified and click Save Selected \n\t
\n\t
To use the weapon skin in a game (outside the editor), you have to package your weapon (TutorialWeapon01) for sharing. Package and Share
\n
\n"}]}]},"_noIndex":false,"_images_":["https://cdn2.unrealengine.com/UnrealTournament/Tutorials/Weapon02-Cosmetics/WeaponSkin-1024x512-1991839679.png"],"jcr:baseVersion":"a7ca237317f1e7c44d7942-f52b-48a2-a14d-02633022be8b","_urlPattern":"/tutorials/weapon-cosmetics","_slug":"weapon-cosmetics","_activeDate":"2016-03-30T17:07:24.836Z","lastModified":"2020-05-10T01:28:24.221Z","_locale":"en-US","_id":"897c6a6c-14ef-4348-8f3d-f728ab27e9b1"},{"jcr:isCheckedOut":true,"headerImage":"https://cdn2.unrealengine.com/UnrealTournament/Tutorials/MapFromScratch/MapFromScratch-1024x512-1512599134.png","_title":"Map Creation Tutorial From UT Developer","tutorial":{"overview":"
\n\tA veteran Epic developer walks through building a map from scratch.\n
\n\n
\n\t\n
\n\n
\n\t
\n\t\tYou may find these references useful as well\n\t
\n","completionTime":"15 Mins","tutorialKey":"tut008","orderNumber":9,"_type":"Tutorial","name":"Map Creation Tutorial From UT Developer","type":"share","objective":[{"buttonText":"Done","orderNumber":1,"completionDisplayName":"Watch the video","_type":"Objective","buttonID":"ButtonCheckpoint1","completionTrackingKey":"step000","previewContent":"","content":""}]},"_images_":["https://cdn2.unrealengine.com/UnrealTournament/Tutorials/MapFromScratch/MapFromScratch-1024x512-1512599134.png"],"jcr:baseVersion":"a7ca237317f1e763ad9ec3-91c7-42f7-a8fe-ba72600031a8","_urlPattern":"/tutorials/map-from-scratch","_slug":"map-from-scratch","_activeDate":"2016-03-30T17:56:36.648Z","lastModified":"2016-03-30T21:14:42.795Z","_locale":"en-US","_id":"0c32b715-51f2-41b0-bf18-69cd4ee15dae"}]},"MapsStore":{"data":{"jcr:isCheckedOut":true,"outpostBlock":{"buttonText":"Return to Main Page","subheader":"The Outland Territories are notoriously hostile due to their rugged landscape and sheer distance from colonized space. They're also renowned for being extremely rich in rare mineral deposits, so the Liandri Mining Corporation established a series of remote Outposts to collect and refine resources, despite the initial cost in human capital.","anchor":"outpost","_type":"Splash Block","bgImage":"https://cdn2.unrealengine.com/UnrealTournament/Maps/outpost-2560x1280-2052231055.jpg","headline":"Outpost 23"},"titanBlock":{"buttonText":"Return to Main Page","subheader":"For thousands of years, these stone titans stood vigilant over an impenetrable fortress of iron and stone, a focal point of the heavily defended border between the Verans and the Pangol. Liandri representatives provided both sides with advanced weaponry in return for valuable mining concessions. The few remaining Pangol now eke out a subsistence living as miners, and there are no more Verans.","anchor":"titan","_type":"Splash Block","bgImage":"https://cdn2.unrealengine.com/UnrealTournament/Titan-bg02T-1600x900-172992435.png","headline":"Titan Pass"},"_title":"Season Maps","facingBlock":{"buttonText":"Return to Main Page","subheader":"This classic CTF map is one of the most memorable arenas in Unreal Tournament history. Two symmetrical towers and an open midfield provide for an extremely well balanced match - unless one team has a sniper waiting to strike at unarmored victims. 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