This is a remake of my old UT2004 map DM-1on1-Backspace. A few people have been asking for it, so here it is!
It's 95% the exact same layout as the original. I left out a couple of dodge ramps, since the new movement doesn't work too well with them. I did replace one with a lift, however. Lifts are fun.
Download V2a: https://www.dropbox.com/s/hptkdpxqtm...ditor.pak?dl=0 (85mb)
I agree that this content constitutes a Submission under the Unreal Engine EULA ( https://www.unrealengine.com/eula ).
Changelist:
V2a
Previous version Changelists:


It's 95% the exact same layout as the original. I left out a couple of dodge ramps, since the new movement doesn't work too well with them. I did replace one with a lift, however. Lifts are fun.

Download V2a: https://www.dropbox.com/s/hptkdpxqtm...ditor.pak?dl=0 (85mb)
I agree that this content constitutes a Submission under the Unreal Engine EULA ( https://www.unrealengine.com/eula ).
Changelist:
V2a
- New art pass using updated Titan Pass assets.
Previous version Changelists:
Code:
Release candidate 7
- Optimized areas where meshes would extend past or behind walls
- Overall lighting and post tweaks to brighten some of the darker areas
- Increased lightmap resolution on select meshes for nicer shadows
- Remade and simplified a number of blocking volumes
- Thigh pad platform very sligtly smaller but better constructed
- Added a few stained ceiling decals
- Fixed moon disappearing on low video settings
- "Fixed" spline mesh materials by converting them to .fbx meshes
- "Fixed" purple and green light from pickups bleeding and causing visual badness
- All changes from RC7 but with a +10% scale increase
- Brought back the moonlit and more contrasty lighting scheme. Brightened up some areas that needed it.
- Added god-rays and dust particles for players using high-end system settings.
- Swapped most rock formations to use the iron-stone material.
- Added curved metal brackets under some walkways and structural beams.
- Vertex painted some water onto rocks in the muddy hallway.
- Adjusted height fog density and colour.
- Adjusted global post process settings.
- Added moon in place of the default white sun disc (found in Chill folder).
- Fixed various misaligned meshes and plugged a hole.
- Reduced the filesize. I don't know how.
- Added map description.
- New lighting setup across whole map.
- Added leaf piles and GPU particle systems around the map.
- Changed fire effects for the large torches above the map.
- New tree mesh for skybox area.
- Trim and other custom meshes have been rebuilt with better UV maps and lightmapping in mind.
- Redone and optimized reflection captures across the map.
- Various small details changed, added and tweaked.
- New broken wall mesh for a few areas in the map.
- Tweaked lift speed based on player scale changes.
- Fixed stone floor material.
- Fixed various collision issues.
- Sounds adjusted throughout map.
- Adjusted post process settings for a more natural result.
- More performance optimizations.
- Flak Cannon and Bio Rifle placement has been swapped, along with nearby ammo.
- Removed health pickups from the following locations:
- Ramp leading to stinger (-20 vials)
- L shaped hallway above belt (-15 vials)
- Lower corner between Flak Cannon and Shock Rifle (-25 med health)
- Adjusted positions of remaining vials to force players into the open a little more.
- Fixed a reflection issue with a metal panel.
- Added some post process volumes to brighten up the darker interior sections.
- Collision holes found and fixed, smoothed out where necessary.
- Blocking volume ceiling raised substantially.
- More work on meshes for high/low detail settings.
- Broke through floors on upper level in two areas (above belt elevator/ramps and stinger room floor).
- Set movement curve to "Ease in-out" and tweaked timing on elevators.
- General improvements to lighting accuracy (likely unnoticeable).
- Dodge ramp by belt now spans the width of the opening.
- Planks added leading from lowest terrain to courtyard.
- Central health has been moved back to the center, and the health above the belt elevator removed.
- Corner leading to the belt (from health ramp) has been ironed out and is now a curved wall.
- More vertex painted puddles and dirt.
- Plenty more tiny things added, taken away, and then put back again.
- Redid all blocking volumes (yes, all) taking into account weapon and player collision where necessary.
- Reduced height of cover beams on the thigh pads platform.
- Reduced height of two of the large towers in the main courtyard. Sight-lines are still blocked across the top level of the map.
- Windows added in the walls between stinger and thigh pads area.
- Adjusted many trim placements and other geometry to line up better.
- Couple of new meshes for walkways.
- Can now get under the walkway by sniper without needing to crouch or slide.
- Lift below the sniper is slightly faster.
- Lifts use wooden lift sounds instead of the defaults.
- Edited my trim meshes, vertices are now snapped to the grid properly. This helped a lot when doing a pass on blocking volumes & collision in general.
- Used RattleSN4K3's map scaling blueprint to scale up by a factor of 1.02.
- Many more minor tweaks and polish.
- Adjusted the back corner corridor to allow for better flow up onto the ledge, removed unnecessary dodge ramp on the corner.
- Added extra composition details like metal clasps and chains, boards, etc.
- Created some custom terrain meshes, to replace some high-poly scaled up rocks.
- Created a few custom trim and detail pieces, replaced most existing trims and beams with these.
- More floor and ceiling meshes simplified wherever possible.
- Fixed UV seam on floor in central area.
- Found lots more holes in the blocking volumes, fixed them.
- Added a music track.
- More work on ambient sound effects, including some crackling torches.
- Falling off the map will now result in a more appropriate death message.
- Lots more small bugs found and fixed.
- More decals and polish on all the things!
- Overall directional and ambient lighting has been polished further. I feel like it's in a good spot right now, aside from potential small tweaks.
- Material and mesh swaps to help with lighting and readability.
- More optimizations! :D
- More fixes! :D
- More chains!! :eek:
- Continued mesh optimizations, draw calls now average around 850 in the worst spots.
- Simplified more floor geometry where detail wasn't needed, for performance as well as visual clarity.
- Painted some extra detail onto surfaces using the vertex paint tool.
- Fixed many instances of z-fighting.
- Plugged some holes that needed plugging.
- Overall saturation of the yellow lighting has been lowered to ease the eyes.
- Less-is-more pass done on the total number and positioning of torches.
- Opened up the thigh-pads platform slightly, as suggested.
- Dodge ramps are more solid and reliable.
- Glowing arrows no longer glowing.
- Swapped the backdrop fog rays for planes that blend into the sky nicely.
- Added spectator camera spots, all with unique names!
- Continued general polish on all aspects of the map.
- Addressed most concerns and feedback posted since the last build.
- Lighting saturation and brightness of some areas has been toned down, while previously darker areas have received a boost.
- Upped lightmap resolutions where it seemed necessary.
- Reflection capture positions have been adjusted and new ones have been added.
- Continued work on blocking volume coverage and accuracy.
- Added extra details in areas that were lacking visual interest.
- Replaced a lot of trim pieces and other geometry (floors, ceilings, etc.) with merged and lower poly meshes.
- The stack of bricks in back corner hallway has been removed, and a small dodge ramp has been added nearby to allow quicker access to the raised floor.
- Red arrows added around the elevators to better call them out.
- Sweet light rays added to the backdrop scenes as well as some basic ambient lighting.
- All BSP now replaced with static meshes.
- Full pass on blocking volumes for major geometry.
- Optimized navmesh for AI, now only covers actual gameplay space.
- Tweaked timing on lifts.
- Added a few ambient sounds.
- Cull distance set on many small objects.
- Vest platform and jump pad wall adjusted to fit better with the castle assets.
- Lighting colours and post FX adjustments.
- Many, many more small tweaks and polish.
- Started work on art side of things. Castle themed.
- Adding thigh pads above link gun area.
- More adjustments to overall scale and flow.
- Further work towards making each area of the map more identifiable.
- Grate below chest armour allows weapon fire to pass through.
- Weapon placements tweaked around changed geometry.
- Drop down added above vials in the shield belt corridor.
- Adjusted top-mid paths around stinger & link gun.
- Many changes to geometry and area dimensions.
- More distinct lighting for each area.
- Dodge ramp height and angle adjusted.
- Added some meshes to indicate potential wall-riding paths.
- Widened and expanded some of the tighter areas, in particular around the rocket launhcer and double health packs.
- Added back some of the dodge ramps from the original map.
- Opened up the wall beside the flak cannon.
- Other small changes to ammo placement and geometry in general.
- Inital Release



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