Repak for the latest build:
Download: DM-Exo_D2 [80MB]
5th place, thanks everyone! I greatly appreciate it!!!!!

Release D
Meshed for MapCore Team Showndown contest
Release C
Updated for the latest build. Download link is below, hosted on dropbox for the time being. We're being told the maps will be hosted on an official hub soon if you want to grab it from there. Thanks!
Release B
This will be the build for Phase I of the contest. Unfortunately the next UT4 build will use the engine 4.12 and render this unplayable so C will come shortly after. Overall not much in this update, mostly changes to some playerstarts and pickups after feedback. A list of changes:
The Button
Sid encouraged us to experiment so I put a minor bit of interactivity into the map. There is a small chamber in the center of the map with two entrances. The chamber has a keg and some ammo inside. The doors are normally closed but can be opened when a player stands on a nearby big purple button. They have to remain on the button or else the doors close and any players in the chamber begin taking damage. The player on the button can move a couple steps in any direction while still activating the button, but is still at risk. If they are forced off the button, the chamber deals 50 dmg per second so at most a player in the chamber has 6 seconds (299HP/50) for a teammate to jump back on the button and let them out. There are obvious visual and audio cues when the doors are opened and closed.
The idea is to encourage some teamwork as this is aimed at 3v3 Showdown matches. It also adds a secondary objective since the first phase of a showdown match is to choose your spawn and grab as much as you can. Two teammates can then regroup and try to grab this keg from the chamber.
Let me know what you think about the layout, or if you find any bugs with the chamber! Enjoy
Download: DM-Exo_D2 [80MB]
5th place, thanks everyone! I greatly appreciate it!!!!!

Code:
MapRotation=/Game/Maps/DM-Exo_D2 RedirectReferences=(PackageName="DM-Exo_D2-WindowsNoEditor", PackageURLProtocol="https", PackageURL="https://redirect.playunreal.com/ut4/users/tidu17947/DM-Exo_D2-WindowsNoEditor.pak", PackageChecksum="a2c2e7d2e6dd1e2dbdfc327bb29c87b8")
Meshed for MapCore Team Showndown contest
Release C
Updated for the latest build. Download link is below, hosted on dropbox for the time being. We're being told the maps will be hosted on an official hub soon if you want to grab it from there. Thanks!
Release B
This will be the build for Phase I of the contest. Unfortunately the next UT4 build will use the engine 4.12 and render this unplayable so C will come shortly after. Overall not much in this update, mostly changes to some playerstarts and pickups after feedback. A list of changes:
- In a deathmatch game on this map, the trap works in reverse. The door is open by default but is closed when a player steps on the button, ideally trapping an enemy inside (think DM-Pressure)
- A second minigun was added
- Two sets of 3 vials were added around the map
- Some decoration (wind turbines, background landscape)
- Some small lighting improvements for visibility
- Refined the trap blueprint, added some extra effects
The Button
Sid encouraged us to experiment so I put a minor bit of interactivity into the map. There is a small chamber in the center of the map with two entrances. The chamber has a keg and some ammo inside. The doors are normally closed but can be opened when a player stands on a nearby big purple button. They have to remain on the button or else the doors close and any players in the chamber begin taking damage. The player on the button can move a couple steps in any direction while still activating the button, but is still at risk. If they are forced off the button, the chamber deals 50 dmg per second so at most a player in the chamber has 6 seconds (299HP/50) for a teammate to jump back on the button and let them out. There are obvious visual and audio cues when the doors are opened and closed.
The idea is to encourage some teamwork as this is aimed at 3v3 Showdown matches. It also adds a secondary objective since the first phase of a showdown match is to choose your spawn and grab as much as you can. Two teammates can then regroup and try to grab this keg from the chamber.
Let me know what you think about the layout, or if you find any bugs with the chamber! Enjoy

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