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  1. DM-Hydraulics

    The only sci-fi industrial hydraulic energy plant you will find in unreal tournament 4. Bright and gloomy, safely perilous this factory will trap you just as much as your enemies in its pressure chamber. A deadly arena for large fights

    131 downloads

       (0 reviews)

    1 comment

    Updated

  2. DM-HighRise

    My take on the ShooterGameDemoMap from the UE 4 Learn Tab.
     
    In the period where WarpSpasm hasn't recooked this Map from mid 2015 to Nov 2016, I started converting this into a UT4 Map.
    As he already mentioned, it's not an ArenaStyleMap, but good SniperPractice
     
    Admin Info:

    Path: Game/DM-Highrise/DM-Highrise-v14

    md5: CF2A0DF5E4AA01E76AE66BCF4F3CAE4C

    75 downloads

       (0 reviews)

    2 comments

    Updated

  3. DM-Shrapnel

    Conversion of Cliff Bleszinki's UT99 Map Shrapnel.
     
    Admin Info:

    Path: Game/DM-Shrapnel/DM-Shrapnel-v18

    md5: BA12E68435DA7A318D7BCAE96735C90C

    78 downloads

       (0 reviews)

    2 comments

    Updated

  4. DM-Arc

    This is a duel/2v2/tam/eliminations map that uses wall running architecture.  I tried my best to make this architecture an important part of the gameplay.

    53 downloads

       (0 reviews)

    4 comments

    Submitted

  5. DM-UC-SpaceNoxx

    Background:
    I built this completely from scratch to learn UE4 since I haven't had time to map much these days so I thought I would take on something small. Although I have meshes in it, I consider it really pre-alpha since every single thing might change. Materials, lighting, gameplay, skybox etc need a ton of work. Mostly I'm just playing around having a blast in the editor but I thought I'd get it playable so people could start having fun with it.

    Scale:
    To get a feel for scaling on my own, I used the Malcolm/Taye method of measurement (i.e. Malcolm mesh in UT3/Taye in UT4) and measured certain distances in my DM-MCC-SpaceNoxx for UT3 to the same number of Taye's and came up with 2.2 which is a number I've seen others use. From there I built the BSP and lo and behold, it felt terrible. The main thing I think is the eye height in UT4 made me feel Liliputian at that scale. So, I dropped Rattlesnakes' awesome MapScaler in and started playing with different scalings until it felt just right (for me anyway). It turns out that about a 25% reduction from the 2.2 scale felt best. Once I had the scale correct, I realigned all of the brushes to the grid the best I could (still a bit messy).

    The other big thing of course is that the mix between no double jump and the desirable level of gravity change up things in UT4 quite a bit. The key distance is being able to jump across the center pit area and grab the amp at just the right height with only a single jump. I don't like the gravity too floaty so I may change it a little still but it's getting close. I really haven't added in any UT4 specific movement stuff and I'm not sure if I will so it's kinda old school anyway. Without the pipe meshes on the towers you could wall run on them but it kinda flings you out into space so its not really useful there. I've considered some DM-RGB style rings around the play area but I'm not sure I'll go there for this one.

    Bots:
    I still have a lot to learn about the nav mesh and might have to break it up into pieces as others have done. I feel like I'm missing some of the easy controls on the old pathnodes. I can't get the bots to go for the amp yet and they are doing weird things everywhere. If there's a "force path" equivalent, I'd like to know what it is.

    Ladders:
    Okay I know Clawfist joked about this but just for laughs, I added a real ladder on the back of some of the towers. I know people liked getting to the upper ring like that in UT99 but I didn't have that available in my UT3 version. The only way I could currently get it to work is by using a physics volume with the "water" box checked. The problem with it is that if you jump when you're in it, you'll hear a water splash. I tried all of the different physics related volumes and couldn't getting around that yet. If I uncheck "water", it doesn't work as intended. Alternatively I could massively change the slope of the the backsides of the towers.

    Weapons/Powerups:
    I intend to add the secret areas at some point with some blueprints. Not sure what I will put in there yet. Nothing more fun than getting an elevator launch and dropping the deemer on everyone tho lol! I'm playing around with the belt down a ramp on the back. Not sure if I'll keep that. Currently the ramp is too steep for bots to want to come back up unless you entice them.

    Misc:
    Dialing in the sunrise over the planet was an interesting challenge. Essentially I used the sun position from the directional light/atmospheric fog to get the light position dialed then disabled the built in sun. I then placed 3 planet meshes in, one to be the sun, one to be the planet atmosphere, and one to be the planet of course. I then created material instances of all 3 that I could modify. On the main planet, I had to figure out how to move the fake sun/shadow positlion and also on the atmosphere glow, I had to adjust that just right. I then modified the intensity and color of the fresnel settings on all 3 meshes/materials to get it dialed in. Tedious but fun.

    55 downloads

       (0 reviews)

    1 comment

    Submitted

  6. DM-Broken

    This is my DM and TDM map located in old city. Most building are damaged, some of them collapsed... Moss and ivy will find its way.

    108 downloads

       (2 reviews)

    1 comment

    Updated

  7. DM-Alpine

    Created for the Mapcore/Epic mapping contest, DM-Alpine was designed with a different type of showdown play style in mind. I've specifically designed the map around you not picking up armor at all and have placed weapons in places of conflict around the map. Following a snow castle theme, much like dm-chill, it has a slight difference to separate itself from similar maps with its nighttime-esque lighting. The map was made for 6 players specifically.

    51 downloads

       (1 review)

    0 comments

    Updated

  8. DM-GasDroid

    UT 4 Map for EPIC/MAPCORES 2016 Showdown level design contest

    80 downloads

       (0 reviews)

    2 comments

    Updated

  9. DM-bTSD

    Team showdown map for the new Unreal Tournament. The map file is the BSP shell for gameplay. The screenshots are the same map at its current state in meshing.

    31 downloads

       (1 review)

    0 comments

    Updated

  10. DM-Cheops-UT4_V08

    DM-Cheops-UT4. Please let me know if you found some bugs or if you think something should be changed.
     
    Have fun!

    44 downloads

       (1 review)

    0 comments

    Updated

  11. DM-Rankin-BC_WIP01

    Rankin BC WIP Map

    130 downloads

       (1 review)

    4 comments

    Updated

  12. DM-StompingGrounds

    Remake of classic multiplayer map from Quake II: The Reckoning.

    39 downloads

       (0 reviews)

    0 comments

    Updated

  13. DM-Aerowalk

    Remake of classic map from QuakeWorld.

    38 downloads

       (0 reviews)

    0 comments

    Updated

  14. DM-Amigara

    A DM map based on the Zhangjiajie mountains in China, THPS1 Downhill Jam level and Tomb Raider 3 Jungle level.

    50 downloads

       (0 reviews)

    0 comments

    Updated

  15. DM-Lea

    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!
    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.
    -CaptainMigraine (Neil)

    107 downloads

       (1 review)

    0 comments

    Updated

  16. DM-InstArena.zip

    Made for the instagib mutator. Has items placement for normal play. Mostly open with a simple style.

    60 downloads

       (0 reviews)

    1 comment

    Submitted

  17. DM-Sacrifice_a1

    HOSTING
    MapRotation=/Game/RestrictedAssets/Maps/WIP/DM-Sacrifice_a1
    RedirectReferences=(PackageName="DM-Sacrifice_a1-WindowsNoEditor", PackageURLProtocol="http", PackageURL="ut.rushbase.net/RobJeffrey/DM-Sacrifice_a1-WindowsNoEditor.pak", PackageChecksum="C0BCEFC3B0EA762BE5015638F1DDFB87")
     
    DOWNLOAD
    DM-Sacrifice_a1
     
    Hello all,
     
    Me and my brother have been working on a simple duel/deathmatch arena over the last few weeks and would like to upload it here so we can play it with the community and gather some feedback. Originally this started off as a duel map for beginners but we have since expanded on the idea and made it suitable for FFA and team games also. The map is a simple diamond shape focusing action around the center and each of the outer points.
     
    MAP DESCRIPTION
    A simple fast paced arena designed for 2 to 6 players. The Skaarj once used this environment for religious sacrifice.
     
    INSTRUCTIONS
    Put .pak file here (standard directory) ---> C:\Program Files\Epic Games\UnrealTournamentDev\UnrealTournament\Content\Paks
     
    or if you have Unreal Tournament installed somewhere else: ......\UnrealTournamentDev\UnrealTournament\Content\Paks
     
    FEEDBACK
    This is a very early shell and I welcome all feedback, looking forward to jumping on a server with you guys!

    26 downloads

       (0 reviews)

    0 comments

    Updated

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