DM Maps
67 files
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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")
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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 comments
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0 comments
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DM-Shrapnel
By barsam2
Conversion of Cliff Bleszinki's UT99 Map Shrapnel.
Admin Info:
Path: Game/DM-Shrapnel/DM-Shrapnel-v18
md5: BA12E68435DA7A318D7BCAE96735C90C
78 downloads
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DM-Spirit
By barsam2
Admin Info:
Path: Game/DM-Spirit/DM-Spirit-v22
md5: 9E6669F688BF5134A66C835B2B0CEB3E
48 downloads
- deathmatch
- duel
- (and 1 more)
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DM-StompingGrounds
By FlamesoFF
Remake of classic multiplayer map from Quake II: The Reckoning.
39 downloads
0 comments
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0 comments
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ut4 DM-Tempest
By MoxNix
Remake of Cliff (CliffyB) Bleszinski's original DM-Tempest from UT99.
74 downloads
- deathmatch
- tdm
- (and 1 more)
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DM-ToxinRefinery
By Harkomas
A moderate-size level designed primarily for deathmatch/elimination (6-8 players recommended). It takes place in a waste refinement plant, as implied by the greenish-bio theme shown. There are a variety of ambient sounds in place to add immersion, along with some dynamic objects like rotating cylinders and a couple of matinee objects for aesthetic purposes (though some clever devils will find a way to use them in special scenarios).
There are basically only two floors to navigate, both linked by ramps, lifts and a jump pad from different locations so snipers don't get too cozy. All weapons are available along with 4 different powerups and the Redeemer. Some wall-jumping skills are required to access a few of these powerups as well as key vantage points. Overall the level is very interconnected, so familiarize yourself with the surroundings if you're not a fan of surprises.
This level is long overdue and sat in the "near-completion" stage for far too long, I wanted to get it the hell out there instead of perfecting every nook and cranny before publishing. It's my best level so far, though probably still inefficiently designed from a technical standpoint (too many point lights, and perhaps too much sound ambience).
What it all comes down to is the ambiguous term of "flow" which may or may not be found lacking in this level, as a UT map isn't worth much if it doesn't play well, regardless of how sexy it looks. Hopefully people enjoy it and give some feedback from the gameplay standpoint, and if nothing else I hope some folks can scavenge some ideas/inspiration from it for their own projects.
Have at it!
83 downloads
- ambientsound
- metal
- (and 7 more)
0 comments
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DM-UC-SpaceNoxx
By MauL
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
- unreal tournament 4
- deathmatch
- (and 2 more)
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0 comments
Submitted
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DM-Viridian
By barsam2
Conversion of Rich "Akuma" Eastwood's UT99 Map Viridian Dreams.
Admin Info:
Path: Game/DM-Viridian/DM-Viridian-v16
md5: 2A95D7D8CD69488EEACC853F46E88951
Short Video
57 downloads
- unreal tournament 4
- deathmatch
- (and 1 more)
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