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    DM-Archer (Remastered)

    Hey everyone,

    So as some of you may have seen on other threads, I'm remastering Archer with new found skills with regards to Unreal Engine 4, as well as fixing collision, sound and gameplay bugs with the previous version of the level, and finally of course packaging it for the latest build of Unreal Tournament. Archer is a standard sized deathmatch level focusing on tight corners, wall dodging and constant chase through winding paths.

    I can proudly say that over the last few months, I've improved the map quite a bit, and I'm considering the level complete. If you notice a problem, of course let me know so I can address it. Thanks to everyone who has helped me narrow down the best form of the level, it started as my first level in UT99, and seeing it where it is now is incredible!

    FINAL VERSION DOWNLOAD: https://www.dropbox.com/s/cbr3d98qn9juh8a/DM-Archer-III-Launch-WindowsNoEditor.pak?dl=0

    Please leave your feedback, whether compliment or criticism. I want to make this map a great experience for players, with the hope of getting it added to the marketplace.

    Final Version Latest Build Date: July 10, 2017

    --V2.4 Update -- Jun 22 2018

    - Built for latest Engine version.
    - Replaced Stinger with Minigun.

    -- V2.3 Update -- Apr 30 2017
    - Built for latest Engine version.

    -- V2.2 Update -- Apr 16 2017
    - Built for latest Engine version. Also Happy Easter to those who do!

    -- V2.1 Update -- Mar 1 2017
    - Built for latest Engine version.

    -- Improvements -- Nov 17 2016
    - Pathing issue with Armor's crate fixed
    - Reflective captures detailed
    - Smoother wall run/dodge areas by streamlining wall collision

    -- Improvements -- Nov 12 2016
    - Entirely new lighting for the map, using more spot lights and techniques from the Epic maps
    - Music as ambient bug fixed
    - Weird collision bug with UDam fixed
    - Reduced haze for better lines of sight
    - Fixed strange cloudy snow particles which cut in and out of frame
    - Stylized pickup bases








    I agree that this content constitutes a Submission under the Unreal Engine EULA ( https://www.unrealengine.com/eula )
    Author: Nick "TomcaT" Burns
    Contact: nickburns.ap@gmail.com
    Attached Files
    Last edited by TomcaT_; 06-22-2018, 10:12 AM.
    Design | Production | Development

    Portfolio: http://www.nickburnsdesign.net
    ArtStation: https://www.artstation.com/artist/nickburnsdesign
    Studio Website: http://skypyre.com/
    Behance: https://www.behance.net/nickburnsdesign
    YouTube: https://www.youtube.com/channel/UC0x...jPpwOaGvGTniAw

    #2
    Hi TomCat,

    nice, looks great! Looking forward to play this once I'm able to access my pic again in a few weeks.

    Comment


      #3
      This looks like an awesome revamp so far! Hyped to play it!

      Comment


        #4
        Excited to see you bringing it back. Nothing worse in UT4 than seeing fully meshed maps disappear when the mapper disappears.
        Unreal Carnage.com UT4 Maps: DM-Maelstrom DM-SpaceNoxx

        Comment


          #5
          Originally posted by MΛuL View Post
          Excited to see you bringing it back. Nothing worse in UT4 than seeing fully meshed maps disappear when the mapper disappears.
          No worry of that here. I've been wanting to become a more active member of the UT community, and I figure updating this map is a great start.
          Design | Production | Development

          Portfolio: http://www.nickburnsdesign.net
          ArtStation: https://www.artstation.com/artist/nickburnsdesign
          Studio Website: http://skypyre.com/
          Behance: https://www.behance.net/nickburnsdesign
          YouTube: https://www.youtube.com/channel/UC0x...jPpwOaGvGTniAw

          Comment


            #6
            Looks cool, I really dig the lightning of the map.

            Comment


              #7
              Originally posted by Mr E View Post
              Looks cool, I really dig the lightning of the map.
              Thanks! That was one of the major things I knew I had to fix up.

              Question to the crowd, the standard DM player size is 6 for FFA and 10 for TDM, Archer plays with 10 for TDM but is best at 8. Should I leave the TDM recommended max at 10 for standardization or just put 8 there?
              Design | Production | Development

              Portfolio: http://www.nickburnsdesign.net
              ArtStation: https://www.artstation.com/artist/nickburnsdesign
              Studio Website: http://skypyre.com/
              Behance: https://www.behance.net/nickburnsdesign
              YouTube: https://www.youtube.com/channel/UC0x...jPpwOaGvGTniAw

              Comment


                #8
                wow this should be in the official map list

                Comment


                  #9
                  DOWNLOAD NOW AVAILABLE: https://www.dropbox.com/s/dyhwp0bjyw...ditor.pak?dl=0

                  Give it a go and let me know!
                  Design | Production | Development

                  Portfolio: http://www.nickburnsdesign.net
                  ArtStation: https://www.artstation.com/artist/nickburnsdesign
                  Studio Website: http://skypyre.com/
                  Behance: https://www.behance.net/nickburnsdesign
                  YouTube: https://www.youtube.com/channel/UC0x...jPpwOaGvGTniAw

                  Comment


                    #10
                    Installed on the UC Hub. Had a run through on it last night. It's got a great look to it and plays great. I could see this easily ending up on the Marketplace at some point. The only thing that is a little strange is the fact that snow is coming through but the visual is more like a sunset. I suppose you could say it was blowing off the rocks.
                    Unreal Carnage.com UT4 Maps: DM-Maelstrom DM-SpaceNoxx

                    Comment


                      #11
                      Originally posted by MΛuL View Post
                      Installed on the UC Hub. Had a run through on it last night. It's got a great look to it and plays great. I could see this easily ending up on the Marketplace at some point. The only thing that is a little strange is the fact that snow is coming through but the visual is more like a sunset. I suppose you could say it was blowing off the rocks.
                      Well the idea would be a high altitude sunset on the cusp of the mountain's snow cap. For me (a Canadian) late Fall has a few weeks where dry snow blows in and doesn't quite stick to the ground, just blows around and eventually melts, and it can happen rain or shine. Fair point though! :P
                      Design | Production | Development

                      Portfolio: http://www.nickburnsdesign.net
                      ArtStation: https://www.artstation.com/artist/nickburnsdesign
                      Studio Website: http://skypyre.com/
                      Behance: https://www.behance.net/nickburnsdesign
                      YouTube: https://www.youtube.com/channel/UC0x...jPpwOaGvGTniAw

                      Comment


                        #12
                        Thank you for the recook TomcaT_! Loaded onto the LoPing.
                        Last edited by ÐutchSmºke; 11-22-2016, 04:51 PM. Reason: Reloaded
                        LoPing
                        Explosive High Voltage UT99

                        Comment


                          #13
                          Originally posted by DutchSmoke View Post
                          Thank you for the recook TomcaT_! Loaded onto the LoPing.
                          Great! Thank you kindly.
                          Design | Production | Development

                          Portfolio: http://www.nickburnsdesign.net
                          ArtStation: https://www.artstation.com/artist/nickburnsdesign
                          Studio Website: http://skypyre.com/
                          Behance: https://www.behance.net/nickburnsdesign
                          YouTube: https://www.youtube.com/channel/UC0x...jPpwOaGvGTniAw

                          Comment


                            #14
                            Didn't try the previous version out before. As others said, looks great and plays great, in fact, it actually runs really really well performance-wise for me. Big fan of the snow effect combined with sunset The map also gives me a bit of a UT2004 vibe.

                            Just feel that the water in that blue room looks a bit too blue (if it is representing water), I would mistake it for fog if it didn't make splash sounds, but maybe some low hanging fog could also look really cool in there.
                            Music Concepts for UT4 (Soundcloud) || Thread || Website

                            IN-GAME NICKS: Avalanche / <--Archer-<<

                            Comment


                              #15
                              Now when I played it I realized I played the older version as well (a year ago?). Really lovely visuals, theme, colour AND PERFORMANCE! One of the top performing meshed maps on my low-end laptop. Plays very well. It is difficult to boot-jump up to vials from the "whatever-is-called-the-red-thing-which-speeds-up-shooting" area. Also some walls could be flat even when detailed modelled to allow easy wall-run and avoid players getting blocked - especially middle square of walls in the flooded shock area - I am getting stuck by pillars.

                              Comment

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