Jump to content

Epic Games & Mapcore's Unreal Tournament Level Design Contest


Sprony

mapcoreContest_UT02_edit.png

Epic and Mapcore are teaming up! In an effort to push the custom content scene forward, we are hosting a Level Design contest for Unreal Tournament. We challenge you to create a new level for the “Team Showdown” game mode.

Phase 1 - ­Design (1 Month) 

Design a level for the new “Team Showdown” Mode in Unreal Tournament 4.
Focus on level flow, theme, weapon and spawn placements that compliments “Team Showdown”.

Contestants need to submit their designs before the May 2nd deadline on Mapcore’s contest forum

Phase 2 - Art and Polish (2 Months)

Use official art (Liandri, Castle, Chill and Snow Fortress assets) or your own.
Mesh and light the level.
Do a collision/blocking volume pass. 
The level must be functional.
The level must run at a reasonable framerate (dm­outpost23 is a good reference).

Contestants need to submit their designs before the July 4th deadline on Mapcore’s contest forum. Download links will be sent to Epic, who will judge all entries. Epic will also host a community playtest event of the final submissions. 

Rules

Small teams are allowed, for example, an artist and a designer.
Custom art is allowed, but use of official art is completely fine.
You can start art passing whenever you're ready. You don’t have to wait for the second phase.
You have to be willing to have your level tested and played in Unreal Tournament.
Must be designed for “Team Showdown” but that doesn't mean it won’t work for Deathmatch.    

Disclaimer 

Prizes will be sent to the individuals who post the submissions. We are not responsible for how teams wish to submit and divide their prizes. 

Judging and Prizes

The entire UT team will vote for their favorite submissions and the results will be shared on Unreal Tournament's Twitch channel.

First Place ($1650) + Swag
Second Place ($850) + Swag
Third Place ($500) + Swag
Fourth Place ­ Honorary Mention (Swag)
Fifth Place ­ Honorary Mention (Swag)    

Depending on the quality of entries, and work required to take the levels to release quality, Epic will evaluate the possibility of adding winning entries into the Marketplace or the game. Epic will work directly with the designers on any issues that need resolving (similar to dm­lea and ctf­pistola).

Good Luck!

Edited by Sprony




User Feedback

Recommended Comments



Anduriel

Posted

Mapping Contest by Epic Games and Mapcore - Yay!

It's for Showdown - Oh no :D

Anyway it may be a good motivation for me to work on my DM map.

baem123

Posted

ive used only hammer till now and im interested in newer tools like ue4, but i think 4 weeks are not enough for a good map concept.

id need atleast 2 weeks to play the game and get a feeling for it, plus 2 weeks learning the ue4 editor, before i could start.
im not sure if 2 weeks of playing could be enough, i dont think anybody who played cs for 60 hours can do a really good cs map.
 

Guest

Posted

6 hours ago, baem123 said:

ive used only hammer till now and im interested in newer tools like ue4, but i think 4 weeks are not enough for a good map concept.

If you wanted to learn UE4 anyway, what better time to start than now? :D

 

2d-chris

Posted

7 hours ago, baem123 said:

ive used only hammer till now and im interested in newer tools like ue4, but i think 4 weeks are not enough for a good map concept.

id need atleast 2 weeks to play the game and get a feeling for it, plus 2 weeks learning the ue4 editor, before i could start.
im not sure if 2 weeks of playing could be enough, i dont think anybody who played cs for 60 hours can do a really good cs map.
 

Many designers don't actually play the game as much as you'd think, it's about the ability to look at what works and figure out why, I could play CS:GO for 60 hours and make a good level, you just look at examples and figure it out, A part of what makes showdown interesting, is you will be discovering what makes the mode great, developing games is hard, it's even harder when they are not complete yet. This is very similar to working in a development team, not on games that have been proven long ago.

The point of any contest really is to better yourself, we will always be considering good levels for the market place and the game, even after the contest has finished.  

 

 

Corwin

Posted (edited)

EDIT: Meh, I was ranting a bit about the prizes being quite low compared to the potential amount of work involved but that's not really constructive.

It's a good excuse to try out Unreal at least, and as Chris and FMPONE mentioned, it's a great experience to work on a mode not fully fleshed out :)

Edited by Corwin
ShadesMaster

Posted

Glad I waited until now to make an Unreal Tournament level. I've Experimented here and there, though. If one can succeed here, than they're one step closer to doing it for a living.... 

Sprony

Posted

On 4/10/2016 at 0:43 PM, insomnaut said:

Uhmm... so.... Hello! :D

Welcome! Grab a chair and design away :)

ShadesMaster

Posted (edited)


I don't know about you guys, but to block out my map I find that utilizing some basic models I've created from BLENDER allows for more concise shapes than relying on BSP alone. While a good layout is paramount for a contest entry, I find that even blocked out maps that are decent to look at get played more, plain and simple. A more final version of the map can of course further divide this Basilica up to be more modular, of course....

Even THIS started life as blocked-out BSP in Unreal Tournament (of course I had started with a boxy, bare-bones BSP layout), but the 2nd level 'roof' was just a simple rectangular walkway that was plain FUGLY instead of the roof being part of the walkable area... as it stands, the front of the Basilica will be a ramped' entry while the rear leads to an elevator shaft (jump trick, people)... so there are actually 3 floors to this thing....Basilica.png

Edited by ShadesMaster



Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Add a comment...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • Mapcore Discord

  • Mapcore Supporters

    Our incredible Patreon supporters keep Mapcore's lights on. If you'd like to donate, check out our Patreon announcement.

    Note: This is brand new! The format will be tweaked and rolled out to more pages soon.

  • Our picks

    • [CS:GO] Shore
      One of the projects I worked on after I made de_austria.

      Yeah, I know the timing is really bad (CS2!), but can't change it... 🙁

      In general a lot went wrong during this project. Had a lot of problems with the layout, but I think I found a good compromise in the end. Also learned many new things. Maybe I would even be ready to create a really good map now after all, but I think that it's gonna be the final one. I really like making maps, but it has become too time consuming over the years for just being a hobby. Unfortunately I never managed to get a job in the games industry. So that's it. I hope it's a worthy ending of 20 years of making maps for me. 🙂

      Shore is a bomb defusal map for CS:GO that takes place on Lofoten Islands, Norway. (Also have a Hostage version of this that works well imo)

      Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2955084102

      I took some inspiration from this place in Norway:


      Layout:


      Some pictures:
      • 18 replies
×
×
  • Create New...