Everyone wants UT4, what if we create our own?

It would be pretty cool to see if works out. Who knows maybe that is how the games of the future will be made.

Update:
We have shootergame robot as player mesh now, and some very basic multiplayer working, you can get shot, and if you get shot you instantly respawn.
Also added Numb.51 Deck level, wich is pretty nice.

[=PlayForGG;14142]
I agree with Numb.51 on what should the maps be headed toward. For UT3 examples, check HOLP map packs, UOF LP map pack and COMP/COMP2 map packs for UT3. They all have the distinctive, simple yet gorgeous look that permit competitive matches to be played without having to tweak visuals to hell. They have great layout to play and are really well balanced. They are some of the most fun maps to play in the game, and they fill around 85% of the map rotation i play with. Most of the art is done via BSP, trims, smart material usage and lighting. Most of them are greatly colored aswell.

@Numb.51 : the map looks great. Can’t go wrong with kind of textures and Blue/orange lighting combo :), great texture contrasts aswell.
I quite like the “scenery” architecture you have done so far.
One point i don’t like is stairs. Do you plan on putting a blocking volume there for projectile bouncing or just for players to give a bit more advantage to the upper floor ?
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I also agree with Numb.51 on the style. HOLP style would be best. That said, you can still have beautiful looking low poly maps if the time is put into it and it’s not a crime to have a mesh here and there. The maps should still have that Unreal-y feeling.

Another side I don’t think has been discussed much is the music side. I know a lot of pros just turn the music off but, the music was a big part of the Unreal atmosphere. Finding someone that could do some custom tracks would be a big boost for the project I think.

Numb51 is streaming the Dek map in twich while he is playtesting movement and editing the map a bit

[=vblanco;14892]
Numb51 is streaming the Dek map in twich while he is playtesting movement and editing the map a bit
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That was a joy to watch! Excitement growing, soon to reach unreal (ha!) levels! Really looking forward to see more.

If actually works, Would there be a Game Design Document of open to the public?

Hey I have a kind of related question - is there any game out at the moment that is like UT or Quake in terms of simple DM/ CTF fast paced action that uses a recent graphics engine?

[=Saiboat;16119]
Hey I have a kind of related question - is there any game out at the moment that is like UT or Quake in terms of simple DM/ CTF fast paced action that uses a recent graphics engine?
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Nexuiz was promising, but not sure if it’s still around or being developed though. Last time I tried to play it, it was constantly having server issues.

[=Sonshi;16121]
Nexuiz was promising, but not sure if it’s still around or being developed though. Last time I tried to play it, it was constantly having server issues.
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Awful design, and pretty soulless. Sigh I just can’t believe that we haven’t had a proper game like for years on PC. I played TF2 for ages but it has lost its appeal to me now, too :confused:

[=Saiboat;16119]
Hey I have a kind of related question - is there any game out at the moment that is like UT or Quake in terms of simple DM/ CTF fast paced action that uses a recent graphics engine?
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  • Project Nex is on it’s way - (Check out the other videos too) - https://www…com/watch?v=Gwxutxn5pu0

Really excited to see project! And looking forward to contribute, although the real life job is quite busy and exhausting, and I am still trying to finish my UT3 maps and learn as much UE4 as I can.

[=M^uL;14524]
I also agree with Numb.51 on the style. HOLP style would be best. That said, you can still have beautiful looking low poly maps if the time is put into it and it’s not a crime to have a mesh here and there. The maps should still have that Unreal-y feeling.

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I agree.
With meshes, you can still achieve those pure, artistic, simple but eye-catching level visual. The trick was, because the non-GI lighting system of the previous UTs, the simpler mesh visual you have, the more ugly the lighting looks (usually), so, in order to cover the unpleasant blotches, adding more detailed meshes was the convenient way.
But with the new engine, cool and neat visual can be achieved easily because of the physics-based lighting, it is really a good time to design gameplay friendly and visually cool map for any sci-fi fast paced shooter.
BSP is good and easy, but to make reusable modular assets, or just to have more controls on things like the shape curvature and the vertex color, mesh is always a better choice, or the only choice. And UT is supposed to have unique and crazy stuff in maps that can only be made by using meshes or mesh-based objects.
Don’t get me wrong, I like HOLP style too, just sometimes I feel BSP will lure you to think in a more traditional way, not that it is a bad thing, just somehow we can try something new school (but still spiritually UT-like).

I want in on this! Count me in my friends!

[=chonglee;16501]
Really excited to see project! And looking forward to contribute, although the real life job is quite busy and exhausting, and I am still trying to finish my UT3 maps and learn as much UE4 as I can.

I agree.
With meshes, you can still achieve those pure, artistic, simple but eye-catching level visual. The trick was, because the non-GI lighting system of the previous UTs, the simpler mesh visual you have, the more ugly the lighting looks (usually), so, in order to cover the unpleasant blotches, adding more detailed meshes was the convenient way.
But with the new engine, cool and neat visual can be achieved easily because of the physics-based lighting, it is really a good time to design gameplay friendly and visually cool map for any sci-fi fast paced shooter.
BSP is good and easy, but to make reusable modular assets, or just to have more controls on things like the shape curvature and the vertex color, mesh is always a better choice, or the only choice. And UT is supposed to have unique and crazy stuff in maps that can only be made by using meshes or mesh-based objects.
Don’t get me wrong, I like HOLP style too, just sometimes I feel BSP will lure you to think in a more traditional way, not that it is a bad thing, just somehow we can try something new school (but still spiritually UT-like).
[/]

Absolutely Chong. I’m still going to make deck have quite a few static meshes. Probably a bit more than HOLP. We just need to find a new balance between the two. UT3’s meshes didn’t impede game play by getting in the players way, but they were absolutely too busy on the eyes for no reason. At least in a game like UT.

Can we get a throwback to DM_Morpheus with instagib shock rifles please? *** M-M-M-O-N-S-T-E-R KILL! ***

A remake of DM-Plunge is in the making. I suppose that is UT2k4’s equivilant of Morpheus.

+1 for DM_Morpheus, was my favorite map in the original UT. Nukes for days!

When I get a spare few minutes, I’ll continue work on CTF_FacingEachOther

We’re working hard on this, and so far we’re making fairly decent progress. We have a lot of focus on keeping that high octane adrenaline rush that UT is known for.

I am glad to see that some of the developers are expressing interest in the project, it gives motivation and excitement to the group! Go ahead and let us know if there’s anything else you might be interested in seeing. It is open source, after all.

[=Ray ;17256]
Can we get a throwback to DM_Morpheus with instagib shock rifles please? *** M-M-M-O-N-S-T-E-R KILL! ***
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[= ;17460]
+1 for DM_Morpheus, was my favorite map in the original UT. Nukes for days!
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Guess I better get started on it then, as I’m the one remaking DM_Morpheus as it was also my favourite map in UT99.

And seeing you two are Unreal Devs, I’ll try not to disappoint.

In fact you can watch me make it: Twitch (only in the evenings GMT for now)

And here is my first concept

Essentially it’s a satellite in space orbiting a planet (could be earth) my idea for it is that the player can use both the top and bottom of the towers, and the once a player passes the middle point the rotate upside down, as if gravity has been flipped at that point. (is indicated by the 2 purple “people” in the middle) weather or not is possible to do, I don’t know.

[=M^uL;14524]
I also agree with Numb.51 on the style. HOLP style would be best. That said, you can still have beautiful looking low poly maps if the time is put into it and it’s not a crime to have a mesh here and there. The maps should still have that Unreal-y feeling.

Another side I don’t think has been discussed much is the music side. I know a lot of pros just turn the music off but , the music was a big part of the Unreal atmosphere. Finding someone that could do some custom tracks would be a big boost for the project I think.
[/]

Please reconsider the HOLP direction of the project. UT3 was lacking in the eye candy department because there was a lack of colour. Everything looked dark and grainy . Even the UDK remake of Deck looked so much better that the UT3 version. A brand new engine which is capable of delivering some incredible visuals would be wasted on creating maps that look like a 15 year old game. I would suggest taking Stevelois MAKO map styling to the next level.
However, I do agree that the music is an important part of the project.
Having said that though, I am excited to hear of project and wish it every success.