DM-DeepBlue_20161224 is out!
https://www.epicgames.com/unrealtournament/forums/showthread.php?6469-Map-DM-DeepBlue-New-Version-20161224
Happy holidays!
almost home

if i look back, i am lost

shark vs the universe
KIROKAZE
"I'm Dorothy Gale from Kansas"
TVSTRANGERTHINGS

occasionally subtle
Monterey Bay Aquarium

@theartofmadeline

Kaledo Art

Andulka
Jules of Nature

Product Placement
trying on a metaphor

#extradirty
Cosimo Galluzzi

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@ut-mapping
DM-DeepBlue_20161224 is out!
https://www.epicgames.com/unrealtournament/forums/showthread.php?6469-Map-DM-DeepBlue-New-Version-20161224
Happy holidays!

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DM-Deck8_20150920
A new version after half a year! I know, that’s a long time.
BSP above, mesh below. This release (WIP) might be soon. I hope.
Still alive, very busy, and slowly get the Deck into shape.
UE4 is free, UT4 is free, a hat costs you 3 dolloars
But a map has to be free!?!
I am not saying a map should sell for much more. It's just a hat, x xxxxxxxx xxx, costs you 3 bucks!
Mapping does takes much more time to do, prototype, testing, modification, custom meshes, loads of custom meshes and materials, all these together are much more time consuming than, a hat!

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Mapping is fun but
One thing I've learned from more than one decade UT mapping is, you can never satisfy every one.
Sometimes I just want to say, if you don't like it or want something different, go make one.
Deck (version 20150225)
Ugh that navmesh
Although I am happy to see finally we can use navmesh for AI path finding in UT, there are a few things about the system really bug me.
1) The first one is, turn off the automatic update of navmesh doesn't actually work, when I rebuild the geometry, it always triggers the navmesh building.
Two workarounds for this one, you can resize the navmesh bounds volume to much smaller so it takes almost no time to update the navmesh, or you can click on a blocking volume in geometry editing mode when the geometry rebuilding is done.
2) "Build All" doesn't build navmesh nodes and links at all, if the automatic update is disabled.
You'll suppose a Build-All means build all, as the hint suggests, the lightings, the visibility, the navigation network, the brushes, ALL!
Except it doesn't.
You just have to manually rebuild navigation after a Build-All.
3) The generated path nodes and links are fragile.
When open a map and save it, they are broken (They are there but the bots no more recognize them).
When modify a blocking volume, or move an inventory item, they are ALL gone. Man, I miss the old days when we could rebuild the changed pathnodes. Or at least moving one node didn't get rid of the whole node network.
4) Lack of ways to control the precision of navmesh generation. Yes we can tune the cell size and the max simplification error value to gain some control but basically what these parameter do, is something global. What I've found could be useful, is the ability to control the generation locally for tricky geometry like a narrow curvy catwalk, but for now there is no such tool AFAIK. It could be a specific volume or something.
One year subscription of UE4
Thanks to my friends I got (not directly from Epic but who cares) a redeem code and today I had to use it coz tomorrow will be the monthly billing day.
Have been PAYING to make maps for UT4 about 10 months. That's 190 bucks! Not a small number for me as I am not paid for my real job in U$.
But, money is one thing, UT is another. You can't really compare them. That said, it is always awesome to have some free meal.
I wish not too long after Epic will provide free UED to UT4 mappers, or at least give us some discount.
We know we are not what they called "UT Contributors", but hey, we SPENT LOT of time in doing UT mapping. You know what, actually mapping is probably the most time cosuming hobby, or at least one of them.
And today is also the first day of the Chinese new year. Wish every mapper GL this year!
Deck, Peak and DeepBlue updated today
I finished the map uploading and threads updates and the videos.
https://forums.unrealtournament.com/showthread.php?11232-Map-DM-Peak-CLee-(Remake)
https://forums.unrealtournament.com/showthread.php?6469-Map-DM-DeepBlue
https://forums.unrealtournament.com/showthread.php?5111-Map-Remake-WIP-DM-Deck-CLee-(Last-update-05102014)
Better watch the HD 60fps videos which took me a few hours to record coz I am no good UT player. 😒
Some major changes for Peak, an important layout decision for DeepBlue, and some tweaks for Deck.
I am still considering two versions for both Deck and Peak. Maybe that's what I am going to do for the next update.
Also, maybe it's time to bring back DeepBlue's twin brother...

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Addbots is back
In this week’s build the super useful UT-ish console command “addbots” makes its return, together there is the “killbots” code. This feels much more UT-correct now.😊
Ran into trouble
I planned to release the next versions of my three WIP UT4 maps this weekend, but couldn't do it. I am having trouble right now trying to pack the maps for the latest build of the game. The map paks are crashing the game and the log is saying invalid buffer count while reading the map. I got the latest source build, built most of the programs of the UE4 solution, tried the publish tool of the editor, no luck so far.
Now I am re-getting the UT repository from scratch and hope this time it could be different.
I guess the maps have to wait for a few more days before I can release them.
Console commands for viewing bot navigation
Back in UT3 mapping days we can use console commands "ViewBot" and "ShowDebug AI" to spectate a bot and check its navigation in a mapper friendly way.
Well, I couldn't find "ViewBot" in the current build of the new UT, but there is the "ViewPlayer" and "ShowDebug AI" is also there.
"ViewPlayer" is not that convenient compared to "ViewBot", because you have to give a player (or bot) name string, like "ViewPlayer Loque".
Two versions of a map in one package
Did a test this morning. Two versions of the DM-DeepBlue, different layouts, same resources, in one package.
In the game menu, you can see both maps are listed as they are from separate paks.
So this works. I am thinking about making two versions of Deck. This could be useful to keep the package size well in control.
A new year, a new day, a new blog
Now it is 2015!
It's been a little bit more than 15 years since the original Unreal Tournament got released.
15 years! You don't have too many 15 years in one life.
3 generations in 15 years, that's not much but now we are finally on the verge of the next-gen of this game.
Time to have more fun with the UT mapping and, surely I feel the need of jotting down the fun moments, ideas, and other interesting stuff during the mapping, and of course my thoughts on the new game.

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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