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MEATGRINDER ULTRA Map

Welcome to Meatgrinder Ultra. This map was made with CQC in mind, and can fit almost any game mode, ranging from traditional TDM to CTF. With lots of flank routes, points of interest and power positions - players will have to master using cover and buildings to keep themselves safe, or risk being thrown into the chaos. I'm particularly proud of how well optimised this map is. Running on Ultra at over 90+ FPS on the archaic GTX 970, and maintaining a consistently beautiful aesthetic - it will run on almost any system from the last 7 years.

Introducing MEATGRINDER ULTRA Map - Assault Sector game.

Introducing MEATGRINDER ULTRA Map - Assault Sector game.

Assault Sector is a fast-paced PvP FPS, using UE4 and pure C++, set in a near-future world.

Assault Sector is a fast-paced PvP FPS, using UE4 and pure C++, set in a near-future world.

TOP-DOWN LAYOUT and CALLOUT

TOP-DOWN LAYOUT and CALLOUT

SERVER COMPOUND [Outside - 1/2]

SERVER COMPOUND [Outside - 1/2]

SERVER COMPOUND [Outside - 2/2]

SERVER COMPOUND [Outside - 2/2]

SERVER COMPOUND [Inside - 1/3]

SERVER COMPOUND [Inside - 1/3]

SERVER COMPOUND [Inside - 2/3]

SERVER COMPOUND [Inside - 2/3]

SERVER COMPOUND [Inside - 3/3]

SERVER COMPOUND [Inside - 3/3]

VIP PROTECTION [Outside]

VIP PROTECTION [Outside]

VIP PROTECTION [Inside - 1/2]

VIP PROTECTION [Inside - 1/2]

VIP PROTECTION [Inside - 2/2]

VIP PROTECTION [Inside - 2/2]

CORRIDORS [Outdoor]

CORRIDORS [Outdoor]

MILITARY BUNKER [Outside]

MILITARY BUNKER [Outside]

MILITARY BUNKER [Inside - 1/2]

MILITARY BUNKER [Inside - 1/2]

MILITARY BUNKER [Inside - 2/2]

MILITARY BUNKER [Inside - 2/2]

SUPERSOLIDER LABS [Outside]

SUPERSOLIDER LABS [Outside]

SUPERSOLIDER LABS [Inside - 1/2]

SUPERSOLIDER LABS [Inside - 1/2]

SUPERSOLIDER LABS [Inside - 2/2]

SUPERSOLIDER LABS [Inside - 2/2]

SECURITY OFFICE [Outside]

SECURITY OFFICE [Outside]

SECURITY OFFICE [Inside]

SECURITY OFFICE [Inside]

Lightmap Density (Displaying highly optimised lightmaps of the map)

Lightmap Density (Displaying highly optimised lightmaps of the map)

Mesh LOD Coloration (Displaying highly accurate and polished LODs of the map)

Mesh LOD Coloration (Displaying highly accurate and polished LODs of the map)

Scene Rendering (Displaying map performance and mesh draw calls - Max Draw Calls: 2500)

Scene Rendering (Displaying map performance and mesh draw calls - Max Draw Calls: 2500)