Unreal Carnage

Unreal Tournament | Unreal Engine News

DM-MCC-Leviathan

[maxbutton id=”11″]
 
 

(Release Candidate 2)

Name: DM-MCC-Leviathan
Author: M^rTiN M^uL
Version: v1.00   (RC2)
Player Count: 2 to 4 players
Compatibility: UT3 PC v2.1
Release Date:  Final not released

Description:
They say keep your friends close and your enemies closer. You won’t find any friends here so reach out and touch someone.

Comments:
Well, I started making a Leviathan from scratch at one point and it didn’t feel like the original.   The reason for that is because the original was so heavily meshed that the meshes are what gave it its character.  You might take a look at this one and say that it uses the converter to get its assets which would be true.  However… it turns out this map was hugely time consuming.  I spent more time on this than SpaceNoxx which is completely from scratch!  Why?  Because it is nearly 95% custom materials!  I rebuilt collision models for every mesh and new normals and materials for nearly every mesh.  Getting that all to blend together and update it to near UT3 levels was extremely challenging (for my limited skills anyway…)

Recreating the unique light maps was also quite challenging to do and still get good performance. I could not find a true chain link mesh so I had to make one myself and place it every location (not visible in game). Using the in-game chain link assets causes a huge performance hit because since they are just translucent materials, you have to make them interpactors to get light map look you want.

Screenshots:

 

Join the Forum discussion on this post

2 Comments

  1. Found it! – definitely cool to see this one being brought forward ….

    The size of the file is incredible with all the custom assets included.

    I’ve had the same issue with having to use interpactors / Kactors for lighting effects, too bad there isn’t a simple setting to emulate their lighting with a staticmesh.

  2. Hey 1X, thanks for stopping by! I will put the maps into the Epic forum at some point mostly just to maintain some sort of protocol for releasing maps.

Leave a Reply to 1x Cancel reply

Your email address will not be published. Required fields are marked *

© 2024 Unreal Carnage

Theme by Anders NorenUp ↑