DM-Underland-UT4

Tutorials and discussions about Mapping - Introduce your own ones!
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darkbarrage99
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Re: Re: DM-Underland-UT4

Post by darkbarrage99 »

n1v wrote: Tue May 13, 2025 11:10 pm news screenshots. The map is almost ready :)
looking good! hope you can find a cave-like skybox. otherwise it wouldn't be underland, it would just be... land lol
Panicshot
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Re: DM-Underland-UT4

Post by Panicshot »

How is it going? How long yet to wait? :oops:
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Tempura
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Re: Re: DM-Underland-UT4

Post by Tempura »

Looking forward to this.
n1v
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Re: Re: DM-Underland-UT4

Post by n1v »

working on skybox and bots support.
Panicshot
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Re: Re: DM-Underland-UT4

Post by Panicshot »

n1v wrote: Sat Jun 07, 2025 6:55 pm working on skybox and bots support.
:tu: waiting
Panicshot
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Re: Re: DM-Underland-UT4

Post by Panicshot »

Any updates on this?
Kayako

Re: Re: DM-Underland-UT4

Post by Kayako »

Amazing work so far! How does it run? I'll keep an eye open for this one!
n1v
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Re: Re: DM-Underland-UT4

Post by n1v »

The map is ready. link in the first post.
Tnx all :)
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Kayako
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Re: Re: DM-Underland-UT4

Post by Kayako »

Oooh! Will give this a few runs later! Thanks!

Edit, The map looks and feels really great to me, bots play well and feel almost frighteningly strong (The map being as dark as it is definitely helps them blend in and be harder to see, possibly giving them a bit of an edge) I'm just going by playing though! There's more experienced people here who will give more in-depth analysis than I using all kinda of tools I wouldn't know how to work with.

That said I definitely think this map is impressive and captures the feel of the UT4 one, a bit dark but still good!
The mad (undead) mapper formerly known as --=VatcilliZeitchef=--
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Aspide
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Re: Re: DM-Underland-UT4

Post by Aspide »

This is great, working on this map was lots of fun, recreating the look of the original UT4 was very difficult to the point that the map had to use a new parallax skybox from a UT99 mod called EXU2

I encourage mappers to take a look at this map to see how the skybox was made, thanks to this system you can make a seamless ocean in UE1 and much more :wink:

To compare, this is how the original map is :


By the way, this UT99 conversion also uses the original track made for the UT4 map :rock:
Somewhere in Nevada...
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darkbarrage99
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Re: DM-Underland-UT4

Post by darkbarrage99 »

excellent work! I wasn't expecting ol waffnuffly(?)'s paralax skybox to be used, but it looks awesome! definitely upload some new screenshots to the first post at some point since the final map looks so different.
GingerCat
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Re: Re: DM-Underland-UT4

Post by GingerCat »

This is awesome! Well done.
n1v
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Re: DM-Underland-UT4

Post by n1v »

New version 1.1

- Tweaked the MyGrabPickupTrigger so it only works with only one pickup,
this prevent issues when you use this actor with weapons.
- Fixed a strange glitch with the code from swJumpPad.
- Changed the lighting of the Bio Rifle room.
- Added new torches in the corridor in the back of the Bio Rifle room.
Update in first post
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Avi
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Re: DM-Underland-UT4

Post by Avi »

Like I said on PlayUnreal discord, the map looks stunning with all the little details. I absolutely love it, amazing job bro!
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sektor2111
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Re: DM-Underland-UT4

Post by sektor2111 »

n1v wrote: Mon Sep 08, 2025 8:30 pm - Fixed a strange glitch with the code from swJumpPad.
Light me with what glitch... :?:
I don't see any changes in the code of original swJumpPad - it was just imported in MyLevel.
And... swJumpPad has only ONE BUG known: It should be "bNoDelete = True" or else it will generate a corrupted node in Client connected at a game-server, and your map is not having these requirements. Client connected will have 2 new JumpPads that are not linked in chain, and not using any pathing data - just empty nodes.
Editor.Log wrote: swJumpPad4: will be recreated in client game, adjusting net properties...
swJumpPad6: will be recreated in client game, adjusting net properties...
Adjusted: 2 Navigation Nodes are now set with bNoDelete = True.
These are part of Navigation Chain and they should not be screwed up.
....
Param: Class MyLevel.swJumpPad is Abstract = False. Is Compiled = True
....
VoidCheck: PathNode221 looks placed into void.
...
VoidCheck: Light13 looks placed into void.
VoidCheck: Light14 looks placed into void.
VoidCheck: Light31 looks placed into void.
VoidCheck: Light50 looks placed into void.
...
VoidCheck: Light161 looks placed into void.
VoidCheck: Light162 looks placed into void.
...
And... Navigation Nodes are loaded with useless data left behind pathing stage... and there is not needed such an over-crowded network.
Maybe you can find some time to launch a bit MapChecker. I don't know what's up with those names of brushes... It can be useful if you look at this advice.