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    [WIP] DM-Lea Alpha for UT4 (Duel / DM Map)

    Update (2015-01-14): Updated Lea to version Beta01a. This version works with UE4.6. Please check the changelog below for a list of changes!

    I livestream the creation of this map on hitbox.tv occasionally. Check me out on hitbox.tv. http://www.hitbox.tv/captainmigraine

    Download:
    Version: DM-Lea_Beta01a (Released 2015-01-14) (Works on UE4 v4.6)









    Hey everyone, just wanted to give you a heads up on a map I'm remaking for UT4. I've included a playable alpha version for testing and feedback. Word of caution, this is very alpha. Things are either broken, or not working correctly. Things are unoptimized, etc. Check it out. :-)

    This is a remake of a popular UT2004 map called DM-Lea. The original author is H1ghTecM@n^, and I do not take credit for the UT2004 map. I am recreating this map as a tribute to the UT2004 map, but with changes that make the map playable for UT4. As always, I respect original map authors and always give credit for any remakes I make.


    Changelog:

    (2015-01-14) (Version Beta01a) (Compatible with UE4.6)
    • Changed armors back to defaults.
    • Finished the textures on a few more meshes.
    • Fixed a few problems.


    (2015-01-12) (Version 04t) (Compatible with UE4.6)
    • Huge Experimental Changes concerning armors.
    • Changed belt to 100a. Now absorbs only 75% of damage instead of 100%. Added custom static mesh for 100a.
    • Changed vest to 50a. Absorption **unchanged** (75% of damage). Added custom static mesh for 50a.
    • Changed thighpad to 25a. Absorbs 75% of damage instead of 30%. Added custom static mesh for 25a.
    • Changed helmet static mesh to a custom mesh. Helmet values are unchanged.
    • Changed initial spawn times of the thighpad, helmet and vest to 30 seconds.
    • Added more static meshes to the map and more textures.
    • Special thanks to community member "Raste" for redoing the lighting on Lea. This sped up my lighting build quite a bit.


    (2014-12-27) (Version 04o) (Compatible with UE4.6)
    • Improved the lighting. Hopefully things are better now.


    (2014-12-22) (Version 04m) (Compatible with UE4.6)
    • Added temporary lighting (the ugly blue lighting that everybody hates including me).


    (2014-12-21) (Version 04L) (Compatible with UE4.6)
    • Temporary fix for "92 unbuilt objects" error.
    • Added a window above the center helmet.
    • Added more meshes
    • New Post Processing Lighting (Not finished yet)
    • Attempting to add a bit more color to the map with bright glassy parts (Work in progress)
    • Improved a few things, might have broke other things.


    (2014-11-30) (Version 04h) (Compatible with UE4.6)
    • Epic cooked this version. Same as version 04g, but with lighting fix.


    (2014-11-30) (Version 04g) (Compatible with UE4.6)

    Note: Busy month. I haven't had a lot of time to get much done, but I'm still working on the map.
    • Added new ceiling fan and ceiling meshes. Not finished texturing yet.
    • Added new windows and curved windows.
    • Fixed a few collision problems.
    • I still have not addressed certain issues, please be patient.


    (2014-11-02) (Version Alpha04a)
    • Added more static meshes to the map, improving visual detail.
    • Improved textures on the windows.
    • A lot of things concerning blueprints, that doesn't matter to the average player, but matters to me as a map maker. This took the bulk of my time.
    • Added slanted walls in some places.
    • Slightly relocated a jump pad to make it possible to slide up a sloped wall (near belt).
    • Added another helmet near belt to help reduce spawn killing, by allowing a spawning player to pick up 20armor and have headshot resistance.
    • Will add more information later.


    (2014-10-09) (Version Alpha03c)
    • Music (Thanks nonemm!)
    • Windows (Not Finished yet)
    • Custom Lifts (Not Finished yet)
    • Custom Lifts light up when in use.
    • Emissive Materials on trims (Not Finished yet)
    • Improved the shock rifle area
    • Improved the lift area near sniper
    • Added a new ramp near the lift near sniper.
    • Added a temporary wall material to all of the checkerboard walls


    (2014-09-20) (Version Alpha02q)
    • FIRST RELEASE



    Game Version Tested & Works:
    UnrealTournament-Client-XAN-2318482-Win64 (As of 2014-10-09 - Lea Version Alpha03c)



    Installation Instructions for playing the map in UT4:
    Extract the zip file to this directory: ..\WindowsNoEditor\UnrealTournament\Content\Paks



    Description:

    A remake of the popular UT2004 / UT3 map called DM-Lea. This version is based off the UT3 version of Lea, which I created in 2010. The UT3 version was based off of the UT2004 version of Lea, which was created by someone else. This version aims to be a completely different looking map, with very sci fi, somewhat reflective metals to take advantage of UE4’s new features, and also to test my abilities to create a great looking map that also has great gameplay.



    Derivative Works:

    Please do not make any derivative works of this project until it has been officially released as a final, stable, non alpha or beta version. I usually encourage anyone to make derivative versions, but please, do not do so until this project is finished. Thanks. :-)


    Disclaimer:

    This version is not built specifically to cater to UT2004 players, nor UT3 players. I’m attempting to satisfy both audiences, and create something new for UT4. If you have some constructive criticism, please voice your opinions below in a civil manner for the best reception. :-)



    Goals for this version:
    • Eliminate certain sight lines that could bias the map towards being overly spawn killy, or hitscan dominated.
    • Improve certain rooms like the stinger room, or the bottom center of the map, to enhance gameplay.
    • Scale the map slightly smaller than the UT2004 version, and bigger than the UT3 version of Lea. Find a good balance to fit UT4’s gameplay.
    • Add slopes/ramps for dodging, and add an interesting garage door to take advantage of dodge rolling. Also, take advantage of multidodge in some areas.



    Known Issues:
    • Filesize at the moment is HUGE and will only get bigger in subsequent versions. I will optimize texture sizes later to try to reduce filesize.
    • The map colors, and textures are *NOT* final and are subject to change.
    • FIXED - Rockets get stuck in blocking volumes. Quite hilarious honestly.
    • FIXED - The lifts are a little bit buggy, need some tweaking. Untested in multiplayer, not sure if working in MP.
    • Working on it - Static meshes have not been optimized. There may be performance issues until later.
    • FIXED - Layout needs some improvement in some areas (Shock area, Rocket area, etc).
    • The area directly below belt seems a little crampt. Might need to add a little extra vertical height for the middle section of that area.
    • The doorways near shock rifle have messed up materials. Brightness issues. I need to fix those.



    Todo List (Plans):
    • COMPLETE Implement custom music from Nonemm (Thanks!)
    • Continue creating custom static meshes, and custom textures. Improve the look of the map until it looks fantastic, and also have an acceptable gameplay:system performance ratio.
    • Seek feedback from community on things. Remember, not all ideas will be accepted, but will be heard and considered.
    • Come up with a good color scheme.
    • Take long and healthy breaks. xD


    Music:
    Community Member nonemm from #beyondunreal IRC channel on global gamers was kind enough to make custom music for my map! It sounds really great. Check it out!
    https://soundcloud.com/fjcomposer/dm-lea/s-eu7IQ

    Copyright: Nonemm (2014). You are *NOT* allowed to use this song in other maps, projects, for personal or commercial use. If you would like to use this song in your own map, please ask nonemm for permission to use this song. You can find him in the #beyondunreal IRC channel on irc.globalgamers.net

    Credits:
    • MasterG for helping me with texturing, materials and certain 3d modeling techniques. Also, feedback.
    • Nonnem for the custom song! Check out his song here.
    • Satan’s Father for helping me setup UE4 from github.
    • Raxxy for helping me cook the map using his super awesome map cooker.


    Download:

    Download:
    Version: DM-Lea_Beta01a (Released 2015-01-14) (Works on UE4 v4.6)



    OBSOLETE DOWNLOADS: (DO NOT DOWNLOAD)


    Version: DM-Lea_Alpha04t (Released 2015-01-12) (Works on UE4 v4.6)
    Version: DM-Lea_Alpha04o (Released 2014-12-27) (Works on UE4 v4.6)
    Version: DM-Lea_Alpha04m (Released 2014-12-22) (Works on UE4 v4.6)
    Version: DM-Lea_Alpha04L (Released 2014-12-21) | Backup Link 1 (Works on UE4 v4.6)
    Version: DM-Lea_Alpha04h (Released 2014-11-30) (Works on UE4 v4.6)
    Version: DM-Lea_Alpha04g (Released 2014-11-30) (Works on UE4 v4.6)
    Version: DM-Lea_Alpha04a (Released 2014-11-02) (Works on UE4 v4.5)
    Version: DM-Lea_Alpha03c (Released 2014-10-09) | Backup Link 1 | Backup Link 2 (Works on UE4 v4.5)
    Version: DM-Lea_Alpha02q (Released 2014-09-20) | Backup Link 1 | Backup Link 2 (Only works on UE4 v4.4)


    -CaptainMigraine (Neil)
    Last edited by Neilz0r; 02-04-2015, 05:33 AM. Reason: Updated version
    Contact me: (Steam: Neillithan) (E-mail: neilvmoore@gmail.com)


    #2
    Just a quick note about those "big windows", I keep trying to jump through them. Intended or not, I tried a few times anyways, they just look like you can go through them.

    Comment


      #3
      Originally posted by Techies View Post
      Just a quick note about those "big windows", I keep trying to jump through them. Intended or not, I tried a few times anyways, they just look like you can go through them.
      You can....through some
      Last edited by Tetsu; 09-21-2014, 10:17 AM.

      Comment


        #4
        Had a few games on this map tonight on the AU server and really enjoyed it. Very well done.

        One thing I noticed is that I never went down to the lower levels of the map. I found that you are exposed to a lot of rocket spam down there and there was no valuable item in the lower parts except shock, but that is right next to a jump pad anyway. Might be worth putting in a few incentives to venture down there.

        Had a lot of fun on this, will be keen to see it develop.

        Comment


          #5
          Can you host this somewhere else where I can download it? The google drive link says it's been downloaded too many times

          Comment


            #6
            Hey Neil, as I haven't installed the game yet, (for academic reasons), with the photo , I can say that you have a nice work here, I want to finish my semester for play again and try this map asap. The new sci-fi theme is very interesting, even at this early stage of development. ps: it would be fantastic if you post a video in the future or more pics. keep it up
            ◄ Competitive Map Pack 2
            ◄ Competitive Map Pack 1
            ◄ Characters Concepts

            Comment


              #7
              Originally posted by Axis_Zaibot View Post
              Hey Neil, as I haven't installed the game yet, (for academic reasons), with the photo , I can say that you have a nice work here, I want to finish my semester for play again and try this map asap. The new sci-fi theme is very interesting, even at this early stage of development. ps: it would be fantastic if you post a video in the future or more pics. keep it up
              I will be posting a new version soon, hopefully. Stay tuned.

              Originally posted by DrLeh View Post
              Can you host this somewhere else where I can download it? The google drive link says it's been downloaded too many times
              Added some more download links. Sorry about that.

              Originally posted by Chocks View Post
              Had a few games on this map tonight on the AU server and really enjoyed it. Very well done.

              One thing I noticed is that I never went down to the lower levels of the map. I found that you are exposed to a lot of rocket spam down there and there was no valuable item in the lower parts except shock, but that is right next to a jump pad anyway. Might be worth putting in a few incentives to venture down there.

              Had a lot of fun on this, will be keen to see it develop.
              Maybe I'll add a few valuable ammo packs or something. Not decided yet. As you know, the shock and sniper are both on the lower levels, and that's pretty good incentive. I do understand the middle lower section of the map is somewhat, lacking... not sure what could be done to rectify that without screwing up weapon layout.

              Originally posted by Tetsu View Post
              You can....through some
              ¿Habla inglés?

              Originally posted by Techies View Post
              Just a quick note about those "big windows", I keep trying to jump through them. Intended or not, I tried a few times anyways, they just look like you can go through them.
              I will be adding some form of grates over the windows that will prevent players from going through, but still shoot through. Any windows that you can go through are accidental. Hopefully this will be improved soon.

              Thanks for feedback everyone.

              -Neil (CaptainMigraine)
              Contact me: (Steam: Neillithan) (E-mail: neilvmoore@gmail.com)

              Comment


                #8
                Yo Neil,

                Very quick thing, noticed recently that if i get the goo spawn on match start in a duel, the opponent gets the flak spawn. Seems to always happen.. Thought it was a fluke for a while, mentioned it to hypno, played some duels and it was happening. Was quite funny actually.

                I didn't mind, allowed me to goo the "garage" doorway and steal the helmet and 100a on the beginning of every map ;D


                .. Also slowly falling in love with this map. It's playing great. Excellent work.
                http://www.twitch.tv/chumbo_

                Comment


                  #9
                  Absolutely love the map. Not even bothered by the floor textures as I was initially. Makes for a really fast paced and balanced game, kudos! Well you are probably aware of the lifts not being that "solid" but thats wip.

                  Comment


                    #10
                    Originally posted by chumb0 View Post
                    Yo Neil,

                    Very quick thing, noticed recently that if i get the goo spawn on match start in a duel, the opponent gets the flak spawn. Seems to always happen.. Thought it was a fluke for a while, mentioned it to hypno, played some duels and it was happening. Was quite funny actually.

                    I didn't mind, allowed me to goo the "garage" doorway and steal the helmet and 100a on the beginning of every map ;D


                    .. Also slowly falling in love with this map. It's playing great. Excellent work.
                    Glad you like it Chumbo. I will definitely look into the spawn system. Someone else mentioned it to me. Perhaps it's team spawning related? If so, there might be an easy fix for it? If anyone here knows if there's a simple setting I need to change, can you let me know? :-)


                    Originally posted by Tetsu View Post
                    Absolutely love the map. Not even bothered by the floor textures as I was initially. Makes for a really fast paced and balanced game, kudos! Well you are probably aware of the lifts not being that "solid" but thats wip.
                    The floor textures are way dirtier than they're supposed to be. I accidentally used the specular as a diffuse. Should be fixed in a future version. Lifts have been improved. I'm currently working on some *real* lifts. Stay tuned.
                    Contact me: (Steam: Neillithan) (E-mail: neilvmoore@gmail.com)

                    Comment


                      #11
                      this map might be the best duel map so far for UT4, great work over there

                      Comment


                        #12
                        you can still jump out of the map by dodging into lifts
                        Join the community Facebook page
                        https://www.facebook.com/pages/Unreal-Tournament-4-Community/302380673298678

                        Comment


                          #13
                          Originally posted by code187 View Post
                          you can still jump out of the map by dodging into lifts

                          I am aware. This WILL be fixed in subsequent versions. I have not released any new versions yet. Please, wait.
                          Contact me: (Steam: Neillithan) (E-mail: neilvmoore@gmail.com)

                          Comment


                            #14
                            Originally posted by Neil V. Moore View Post
                            I am aware. This WILL be fixed in subsequent versions. I have not released any new versions yet. Please, wait.
                            take your time im in no hurry, only reason i re posted it is because in the original thread in dev general discussion i have a reply saying that it has been fixed
                            Join the community Facebook page
                            https://www.facebook.com/pages/Unreal-Tournament-4-Community/302380673298678

                            Comment


                              #15
                              Originally posted by code187 View Post
                              take your time im in no hurry, only reason i re posted it is because in the original thread in dev general discussion i have a reply saying that it has been fixed
                              Contact me: (Steam: Neillithan) (E-mail: neilvmoore@gmail.com)

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