DM-twentyseven for ut4

Duel/small FFA (3-4player) map

If this map continues the below will update.

Preface
This map is a intended to be a departure from more recent ut duel map trends in the unreal universe. It is an attempt to create a map that plays in a similar way to the original ut popular duel maps while “fixing” some of the potential problems those maps had. Codex. Curse. Turbine. Grinder. Agony. Tempest and so on. These have always been popular maps and two names pop up reliably when discussing “best” dm maps from ut99 or the ut series in general. No delusions here, my map will never be that quality but the hope is to produce something decent.

This is where ut duel was born and more importantly this is where the ut ruleset originated. Sadly the game never stuck with this style of map, moving towards a more aerowalk/roughinery layout in general as time went by.

The map is an attempt to combine the ut99 style with some interesting quake aspects, primarily the lack of vertical travel via large stairs/ramps – instead shifting the vertical component to bounce pads, teleports and because this is ut, lifts.

Cut offs that feel deliberate are awesome and landing damage on enemy players is satisfying. This is a big part of what the teleports, jump pads and the map in general is aiming for.

Finally maps with one location of control like ASDF as sad. dm-twentyseven is quite small and fairly open, however LOS restrictions, along with movement options (rather restrictions) it will play larger than it feels, at least that is the plan.

Audio
ut4 audio is bad, Epic are aware of this and have it in the pipeline for fixing. The map features added a set of audio queues to the map using the foliage footstep sounds. These are placed where setting them off results in potentially faster movement, thus trade offs for the player to consider. Fast – noise, slower – quiet. Originally these were graphically an ivy mesh from the outside set, however the current build does not have the asset required and they have been changed to green blobs. Rustle at your peril.

Concerns
The map has some fairly long los areas. Pillars and other additions are primarily there to limit these. The stand out that may be problematic is from the red tele exit through the center hall way. Not sure if this is too far.

Basically anything to do with the item load out and how it plays. To my knowledge no dm maps, and especially no duel maps have strayed from belt/jacket/pads and when they do it is via omission rather than extras or double ups.

I get horrible performance compared to epics shells.

Map load out

This is an attempt to use the ut item set to improve duel.

2x Jackets
1x Thighpads
1x Keg(+50, 40 second spawn)*
2x Rocket Launchers (2 ammo)
2x Shock Rifles (2 ammo)
1x Pulse (1 ammo)
1x Sniper
1x Bio (2 ammo)

*This might be controversial but it is included to clash frequently with the 30 second items.

Two jackets and short keg is intended to tie up the in control players time. With weapon pairs the same is intended – to deny shock or rockets requires two pickups. The lack of ammo is also intended to push players to control both weapons if they want to use more frequently.

https://ut.rushbase.net/joel/DM-twentyseven150619a.rar

Known issues/bugs
The three vial center connection has invisible snags in the air. This was sort of there in editor but worse after pakking the map.
Some stairs unclipped.
Some clipped stairs still snag.

Known issues/bugs
The three vial center connection has invisible snags in the air.
Some stairs unclipped.
Some clipped stairs still snag.
No bot support


Level Design