Sometimes mapping goes in circles, doesn’t work …. sometimes things don’t happen in order. Lathe has reverted to a shell. It was looking good, however at this point I’m wondering how much point there is to add materials to a map that take up extra processing power and limit the number of people who can […]
A new work in Progress, as usual, optimised for 1v1 duel. The video talks a bit about scale in ut4. Some maps are referred to as ‘circular’ layouts, in fact most of mine are, but this takes it to another level, the geometry being ‘lathed’ around a singular central point. See the Epic Forums post […]
This is a recent project, already in very a playable and visually pleasing state. The idea here is just to try a very non-standard layout, and to experiment with a smaller scale than Dying Sun was based on. Download the latest version at UTCC.
6 months later…. thanks to Joel/jj. Totally different to the last one posted – this is remade and optimised for 1v1. Could well have given it a different name, except that I was not satisfied with the flow of the previous version (WIPL, below).
A new UT Build brings a update to Dying Sun. I’m working on it behind the scenes and releasing with each build. This was a very fun DM and kudos to all these players (except me, the_hack) who were trying for the first time, some on very high ping. It’s also compatible with Domination – […]
A new map I’m working on is in late stages of development and playable (designed for 2v2, DM and elim OK). It’s not currently updated for current build but will do so soon (Dec 2017). Previously titled Sniper’s Ball and then Stonehenge, Hengeball comes out of both of them. Here’s a bot duel on it. […]