UE 5.7 AND 5.8 • WINDOWS • COMPLETE PROJECT

A rig built
to be fought over.

A finished offshore platform for first-person combat, assembled and ready to play. Cover and sightlines are placed by hand, the lighting is fully dynamic, and every asset in it was made for it.

PROJECT INSTRUMENT PANELREAD FROM THE SHIPPING BUILD
227,024trianglesacross 25 static meshes
233light fixturesfrom 7 blueprints, all dynamic
16player startsdeck, modules, tower, boat landing
0foreign assetsdependency walk ships with the project
WHAT YOU GET

A finished arena.

The pieces still come apart if you want them to: it ships as eleven separate meshes.

01

Playable on open

16 player starts across the deck, modules, stair tower and boat landing, with a built navmesh so AI can path the whole structure from the first run.

02

Vertical and readable

Jacket at sea level, main deck, two module floors, a switchback stair tower and a helideck. Every area has at least two routes in, so fights move instead of stalling.

03

Fully dynamic lighting

233 placed fixtures across 7 blueprints. Nothing to bake, nothing to rebuild on import. Open the map and it looks like the video.

04

Nothing to compile

No plugins, no C++ module, no third-party content. Drop the folder into a project or open it as its own.

TECHNICAL DETAILS

Every figure, measured.

Every number here is read from the project itself, so it cannot drift away from the build.

PropertyValue
Static meshes25
Triangles, all meshes227,024
LODs4 on every rig piece, 3 on every prop
Materials3 masters, 27 instances
Textures17: 16 at 2048×2048, 1 at 1024×1024
UV channels3, with lightmap UVs on channel 1
Light fixtures233 placed, from 7 blueprints
Player starts16
NavigationNavMeshBoundsVolume with a built RecastNavMesh, 6,264 tiles
CollisionOn all 25 meshes: complex-as-simple on walkable structure, hulls on props
Level1 persistent level, 340 actors, no World Partition
Footprint296 m × 267 m × 120 m
EngineUnreal Engine 5.7 and 5.8, Windows
Third-party contentNone
THE MATERIAL SYSTEM

One master, twenty-seven instances.

A single triplanar master drives every painted-steel surface in the map. Change the paint color on an instance and that class of object recolors everywhere, without touching a shader.

The split is deliberate. A crane is painted to be seen, a flare boom is scorched by what it burns, galvanized pipe barely rusts at all, and a module roof should not look like the deck it stands above. Surfaces are authored to real dimensions: deck checker plate at 27 × 9 mm on 54 mm centers, module cladding as a 32/1000 trapezoidal profile, container corrugation at 286 mm pitch so the two never read as the same object.

LICENSE AND PROVENANCE

Everything in it was made for it.

The meshes are generated from scripted geometry, the textures are generated procedurally, and the materials are built from Unreal’s own nodes. Nothing was scanned, photographed, purchased or downloaded at any stage. The dependency walk that proves it ships with the project, so you can run it yourself.

AVAILABLE NOW

Open it, press play, and start blocking out the fight.

Personal and professional licenses, delivered as a complete Unreal project.

Get on FAB ↗