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Windows big games big games for windows educational games educational games for windows. So much work was put into the making of the maps and we had a hard time deciding on the winnners.
Luckily, we had the help of the folks at Mapcore to give us a hand. Phase one had 74 submissions and we were overwhelmed with the quality of work and the level of expertise the level designers showed in their offerings.
With such small teams, getting through all of the maps was quite a challenge! We want to thank everyone who entered a map in the contest and we're hoping to see some of these levels completed and in the game sometime in the future.
Sprony from Mapcore will be contacting the winners to get their information so they can receive their prizes. Congratulations to not only the winners, but to everyone who entered.
Your work is amazing and we can't wait to see more. We'll be in touch with all of the winners to discuss the possibility of their levels getting into the marketplace or game!
We would like to thank all of the entrants for their hard work, the Unreal Tournament community for their assistance, the UT QA team and most of all Sprony, the fine folks at Mapcore and Chris Kay from Epic Games for making the contest a reality!
If you'd like to see more screenshots, head over to the Unreal Tournament Flickr Page! This build includes a visual overhaul of the Titan Pass Capture the Flag level.
For this release we'll be periodically holding several matchmaking tests. To make sure we have enough players in queue for matchmaking to work successfully, we'll be enabling it during peak times to keep your queue times low.
This is still a work in progress, with new sounds, sound balancing, and a new custom client-side sound amplification system in development.
This new system provides per client custom amplification, occlusion, and low pass filtering of different types of sounds based on if player is the instigator, target, or teammate of the instigator of the sound.
There has also been continued iteration on player movement, including adjustments to slide functionality and character acceleration.
Shot down Redeemers now fall out of the sky with a delayed explosion so defenders have a chance to run. The Impact Hammer alt-fire shield now slows projectiles instead of destroying them.
This update also includes Bot AI improvements and many other game enhancements, bug fixes and updates. Chaos fans rejoice! The killer mod that has been available for almost every game in the UT series, returns.
This is part four in our ChaosUT interview series. You can grab any or all of them over at the team's website, Chaotic Dreams.
If you'd like to give them some feedback or just chat about the mod, you can head over to the Chaotic Dreams forum or jump in THIS thread on the UT forums.
Team members have come and gone , but some constants have remained, like Project Manager R. He has put a lot of love, time and energy into the project over the years, "just for the fun of it".
Mark R. Flagg Myers: Amazing! Sure, it takes a lot of time with a small team who do this part-time, but these guys are just knocking it out of the park.
MM: When you consider that we still haven't added any weapons yet, I guess you could say we have a very long way to go.
But we don't plan on waiting until the entire mod is finished before releasing our 1st version to the public.
MM: I've been around it so long, that there's really too many to pick just one. But one of them would have to be way back in the Quake2 Chaos days, when Trixie invited me to join the MOO Clan, which was one of the most popular and respected clans playing Chaos at the time.
It felt like a real honor. SC: What other mods have you worked on? MM: That's easy. The first public release of Chaos for UT4. Not reaching a public release for UT3 was such a huge disappointment, and the break-up of the old team that followed, really was depressing for me.
To see it come back to life, and potentially succeed once again - it's hard to describe how exciting that would be for me. RFlagg reminded us the the Chaos team is still recruiting!
If you think you have what it takes be sure to go post in the Chaos thread on the Unreal Tournament forums!
The triumphant return of the killer mod. We recently added Metalfist and Rockdude86 to our roster which is awesome. Metal has been doing some really nice special effects and Rockdude is cranking out a map that really accentuates the unique nature of Chaos both in style and gameplay.
I also have a map in the works. So yeah, lots of stuff going on. We've really ironed out a big chunk of what we need to do, now its just a matter of making it happen.
That's easier said than done for sure, but I couldn't ask for a better team. In other words, we're getting things done. In terms of where we are in an official sense, we just hit Internal release IR17 contains most of the features we want to have for our first public alpha.
That first public release will be a huge milestone so we are working hard to polish up our current feature list, which stands at eight relics and the grappling hook as well as a repulse attack for fending off close ranged attackers.
There is a lot going on under the hood here and Warhead has been doing a phenomenal job coding all of our crazy ideas.
The majority of our art thus far has had my stamp on it in some way. Most recently I've improved on our Relic design based on a shift in our art direction.
I've begun prototyping the animations for the Chaos Bastard Sword. I've also redesigned the Proxy Mine and we've recently settled on the final design.
The ERDW is a high energy rail-gun capable of penetrating walls. It was featured in the Unreal Tournament version of Chaos and I've been updating the design while hopefully staying true to the weapon's roots.
Another cool concept Metalfist suggested, was giving our vampire power up a set of wings to glide around the map, so I built and animated those and we should be seeing them added soon.
It helped put me on the path to designing art for games. Up until discovering the GOTY edition of UT99 with that second disc full of mods, I'd always looked at game design as some fairy tale world out of reach of the mere mortals.
The quality of the Chaos mod even back then, was on par with much of what was in the stock UT. I thought for a while that it was made by Epic Games as bonus content!
The Proxy mines are still in my opinion one of the best weapons in any game. Of course my favorite memories haven't happened yet. Every single time I boot up a new version of Chaos and see our work come to life I know the best is yet to come.
I did have a short stint with a Perfect Dark mod for UT99 way back in Every week it seems someone posts about their fond memories of the mod, so I know I've got a responsibility to live up to those expectations.
As far as for myself, I really can't wait to get the Proxy Mines into the game. We need help on all fronts.
We need talented dedicated people who want to do something crazy. Specifically, we need maps, concept art, animation and more.
If you have any skills you think would help, then you're welcome to join a team that doesn't settle for less and gets things done!
Please get in touch with me or anyone else on the team if you have something to offer. You can also help by following us on our social media channels and spreading the word about the mod!
He takes us through the level "Underland" and shows us hidden areas and ways to get the upper-hand on your opponents. What are your favorite strategies for Underland?
Let us know in the comments! This level is designed for 6 to 8 players who fight across a hidden outpost, once lost for a thousand years, that guards the entrance to the massive Underland caverns.
For hi-res images of the level, visit our Flickr page. Check it out, and you might discover something new, or read below to learn how you can create and share tutorials of your own.
To learn more about writing your own tutorial, please visit the Participating in Unreal Tournament Development page for instructions.
Another great resource are our UE4 videos. If you want to just jump right into making a tutorial, then go ahead and create a new page. Note: Selecting Content sometimes shows no items.
Select Restricted Assets instead. You can test your weapon right from the editor. Hit the Play button, pick it up, and see how the Tutorial Rifle works.
We want to change the sample weapon called TutorialWeapon To do this, we must find the Blueprint from which the Tutorial Weapon is created.
Here is how to do that: We are using the Content Browser to locate and manage assets. You should now see the Tutorial Weapon Blueprint and are ready to start modifying weapon parameters.
Now that we have the Blueprint for the Tutorial Weapon, we can change how quickly the rifle fires and how much ammo it can hold. We just have to change some numbers: Blueprints: UE4's visual scripting language.
Now that we have made your changes to the Tutorial Weapon, test it out right in the editor window. Your rifle should now fire rapidly.
Test it out by playing the level and mowing down the targets! Let's build a CTF Map to play on! An easy way to preview the hat on your head is to play a taunt animation by pressing J.
We want to change the beret into a top hat. We will start by importing a new hat mesh and texture for the hat. To learn more about making materials in UE In Unreal Engine, materials combine multiple textures and apply them to any surface.
To apply our texture to the hat mesh, we must create a material. In Unreal Engine, Blueprints combine art assets with logic to create visual effects and gameplay.
We will modify the existing Blueprint to use our top hat assets instead of the beret. Now that we have made your changes to the Tutorial Hat , you can test it out right in the editor window.
Blueprints do more than just assemble components together; they can also add logic. Let us add logic to make the top hat burst into flames when you taunt.
The top hat should now burst into flames whenever you dance. Hit play and then press J once you are in game to taunt and check out the effect!
To play with others using your packaged content, you have to Share it. Before packaging, make your item identifiable to other players by giving it a display name.
This name will show up in game menus. Sharing automatically packages your assets. You then have an option to share publicly, but you do not have to.
If you do not, you can still use your packages assets in an offline game. If you do share publicly, your assets will be visible to anyone who join your game.
We are still working out some kinks in the process; it may not work depending on your setup. Before packaging, make your map identifiable to other players by giving it an appropriate file name , description , and author.
BSP in Unreal Engine are a quick way to create a shell for our level. Geometry tools are convenient for testing out map ideas and making sure the level is fun to play.
This is usually done before beautifying the level. We have created a level to help familiarize you with various elements that affect a level's gameplay.
Open LevelTutorialMap to see what we have prepared:. In this step, you use geometry tools to place an additive BSP cube to make the bridge spanning the gap.
Then you will use a subtractive BSP cube to cut a path for the player. In the creative modding process, you will want to delete and correct ideas that didn't work.
Quick ways to fix mistakes include:. Our bridge leads to tower wall. We can create a tunnel through the tower by subtracting a BSP shape from it. This is a powerful technique for iterating on a map's gameplay; a level designer can move an entire corridor by adjusting the position of a subtractive brush.
For the sake of speed, we have been building only Geometry; this does not update lighting, navigation, or other engine systems.
Now that we completed our bridge and tunnel, let's update any stale data. Geometry editing is great for quickly trying out ideas, but it does not allow for finer detail.
Detailed items are added on top of BSP to beautify the level. Let us add some decoration to the bridge. Instead of placing a new item every time, it is often useful to duplicate items that are already in the level.
Let us use duplication to decorate the other side of the bridge. It's time to test our changes. After making changes it is often tedious to start at the beginning of the level.
Unreal Engine provides a Play from here option in the Viewport's context menu to save some time. Hit the Play button and see how the Tutorial Rifle works.
Once you are in game, left-click for a beam attack, or right-click for a projectile shot. We want to change the impact effect for the weapon's beam attack.
The beam attack is itself created from a Blueprint. We must first find the Blueprint from which the Tutorial Weapon is created.
The Tutorial Weapon 's Blueprint will lead us to the Blueprint for the impact effect. Here is how to do that:. Video 3: Finding the impact effect.
The Tutorial Weapon Blueprint will lead us to the Blueprint for the impact effect. You should now be looking at a Blueprint for the beam weapon impact and are ready to start modifying the impact effect.
The impact effect for the Tutorial Weapon should now start a fire as seen in the video below:. To learn more about particles or special effects in UE Like fire?
The surface of any item is described by a Material. Let's open it for editing:. You can now experiment with the various appearance options for this weapon.
To get you started, we have a few suggestions. To learn more about Materials in UE There are many appearance options available.
Scrolling down the list reveals more options. Among them is a way to alter the patterns on the weapon's surface. Customizing the weapon changes its appearance both in the map and in your hands.
The view angles are quite different, so let's make sure we like how the weapon looks from multiple angles.
Let's add some geometry to the your map! Where players spawn, the locations of weapon pickups, and presence of jump pads can completely alter the player experience.
Where the players spawn can have dramatic impact on the gameplay of a map. Let us add a few spawn locations to this map. We are going to add objects that spawn weapons in the game.
You will have control of where the locations are and what weapons they generate. There is a Damage Amp power-up sitting on an island in the center of the map.
Let us modify the target location of a jump pad to send us to the power up. The first step is adding a Flag Base that spawns the flag and serves as a flag return point.
You can create the opposing base from scratch using BSP Geometry. To create a symmetrical map, we can duplicate and mirror existing Geometry.
We have just duplicated a lot of geometry, but only did a cursory build to verify its placement. Lighting, navigation and other subsystems take a little longer to update.
Let us perform a Full Build to update those systems. The two fields under Fire Interval are 0 primary fire, beam attack and 1 alternate fire, projectile shot.
Change the value associated with 0 from 0. This reduces the time between shots to increase the rate of fire.
Video 5 : If necessary, you can minimize or even close the Blueprint window; your changes will remain until you shut down the UT Editor. After clicking on play, you can hit escape to go back to editing mode.
TGA located in Note: when looking for content, remember to clear all filters. Video 7 : Test the hat assembly. Choose TutorialWeapon01 from the pop-up menu.
This packages asset and all its dependencies into a. While the process is running, you will see a Packaging Weapon When packaging is complete, you will have an option to share publicly.
Click on Configure Mutator to pick which weapons should be replaced with your weapon. Pick the weapon to replace on the left. You should see your weapon appear in the combo box on the right.
Choose TutorialHat01 from the pop-up menu. While the process is running, you will see a Packaging Cosmetic Item To use your hat in game, select Player Settings from the gear menu.
Select your cosmetic item in the Hat combo box. Press J to taunt with your hat during a match. While the process is running, you will see a Packaging Level Click on the combo box labeled Map and select your map from the list.
It is marked by hazard stripes. This creates an additive BSP Brush , which adds geometry to the world. You do this by pressing W to switch to the translation gizmo; drag the arrows on the cube to move it around in your map until it is lined up against the hazard stripes.
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