Uploaded August 2019 | Updated September 2026, 1 hour ago
Summer break is over, it's time to get back to work...
Through Bluff isn't the biggest of Unreal levels, it's still quite big, loaded with areas and poses some mapping challenges - like required water volumes, large meshes and outdoor lighting. I'm still not sure I could do plausible night-time lighting.
Still, here's a basic layout (almost good for a normal walkthrough) and rare opportunity to see actual structure of a level.
Summer break is over, it's time to get back to work...
Through Bluff isn't the biggest of Unreal levels, it's still quite big, loaded with areas and poses some mapping challenges - like required water volumes, large meshes and outdoor lighting. I'm still not sure I could do plausible night-time lighting.
Still, here's a basic layout (almost good for a normal walkthrough) and rare opportunity to see actual structure of a level.

![Unreal 1: ISVKran4 early WIP 2018-03-14 [UE4 UT Pre-Alpha]
Since Dugs gameplay become repetitive, Ive decided to do another level - with different setting...
Features no monsters at the moment... Unreal 1: ISVKran4 early WIP 2018-03-14 [UE4 UT Pre-Alpha]](https://i.ytimg.com/vi/EMPZ53C0A4I/mqdefault.jpg)




![Unreal 1: Dug WIP 2018-02-03 [UE4 / UT Pre-Alpha]
Features full set of levels monsters now. Pawns are using same common AI.
related thread: https://www.epicgames.com/unrealtournament/forums/unreal-tournament-development/ut-development-level-design/work-in-progress/393372-exo-s-na-pali-corner-aka-unreal-remake-updated-2018-01-18 Unreal 1: Dug WIP 2018-02-03 [UE4 / UT Pre-Alpha]](https://i.ytimg.com/vi/HgK2880UK1A/mqdefault.jpg)



