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Showing content with the highest reputation on 09/04/16 in all areas

  1. barsam2

    DM-Viridian

    Version v16

    57 downloads

    Conversion of Rich "Akuma" Eastwood's UT99 Map Viridian Dreams. Admin Info: Path: Game/DM-Viridian/DM-Viridian-v16 md5: 2A95D7D8CD69488EEACC853F46E88951 Short Video
    1 point
  2. MoxNix

    DM-Codex

    Version A11

    84 downloads

    Remake based upon Cliff (CliffyB) Bleszinski's original map Codex of Wisdom from UT99. A smaller, fast paced map with lots of vertical action.
    1 point
  3. NATO

    DM-Salt

    Version B8b

    56 downloads

    DM-Salt
    1 point
  4. Scinbed

    DM-Backspace

    Version 2a

    48 downloads

    This is a remake of my old UT2004 map, DM-1on1-Backspace. It's good for duels and smaller FFA or TDM matches. Enjoy!
    1 point
  5. Omermiz

    DM-Nitro

    Hi. one more question, if the package URL is https, should i use in "PackageURLProtocol=https" or http will work too? Thanks
    1 point
  6. Omermiz

    DM-Nitro

    Thanks man.
    1 point
  7. zunnie

    DM-Nitro

    He uploaded it at the https://redirect.mpforums.com/ut4 website The link you would use is https://redirect.mpforums.com/ut4/users/MoxNix4d44/DM-Nitro-V12-WindowsNoEditor.pak
    1 point
  8. Omermiz

    DM-Nitro

    Hi, where do i get the "PackageURL=" ? thank you.
    1 point
  9. MoxNix

    DM-Nitro

    V12 removes Ripper to fix crash bug with Weapon Settings menu in the latest game build.
    1 point
  10. Numb

    DM-Zenith

    Version 1.0.3

    165 downloads

    This is a duel map that focuses on a ton of z-axis action. Inspired from maps like DM-1on1-Roughinery from UT2004. Enjoy
    1 point
  11. Numb

    DM-Ascension

    Version 1.0.1

    42 downloads

    This is a small elimination map that can be played as a duel map. The lifts are stronger than typical maps and allow for some interesting gameplay. The level is mostly focused on combat rather than positioning.
    1 point
  12. ConradJustin

    DM-Broken

    Version 7.0.0

    108 downloads

    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.
    1 point
  13. MauL

    DM-Maelstrom

    Version RC1

    51 downloads

    Current Version: RC1 Current Version Release Date: 7/4/16
    1 point
  14. NATO

    DM-Vacant

    Version 1.0.0

    62 downloads

    Created for the Team Showdown Mapcore contest! Enjoy.
    1 point
  15. Numb

    DM-Arc

    Version 1.0.0

    53 downloads

    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.
    1 point
  16. MauL

    DM-UC-SpaceNoxx

    Version A34A

    55 downloads

    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.
    1 point
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