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Mapcore's UE4 Whitebox Challenge

  • Sprony
  • August 26, 2014 at 11:56 PM
  • PogoP
    • September 9, 2014 at 11:19 AM
    • #81

    Nice one Chris, lookin' good man. I wanna get involved in this but I wanna finish my scene first! Probably gonna be a bit late to the party

  • 2d-chris
    • September 9, 2014 at 12:57 PM
    • #82

    The barricades are, as a rule, only placed where you would fall to your death otherwise, and ideally should not block any combat, there could be a few that are problematic but I will zap those. You can easily jump over them if you want to die

  • Mazy
    • September 9, 2014 at 1:17 PM
    • #83

    Subscribed to UE4 yesterday and have a rough layout scribbled together, now I just need the most important ingredient; time D:


    Good looking stuff gang, going with the whitebox approach was definitely the way to go, feels a lot more refreshing to have it be all about the gameplay~~

  • PogoP
    • September 9, 2014 at 3:24 PM
    • #84

    So how playable is this UT at the moment? Is it easy to playtest these levels? I don't have a great deal of experience in LD and haven't played Unreal in years (I was more of a Half-life fan!) but it sounds like good fun and something I'd like to get involved in.

  • dux
    • September 9, 2014 at 3:48 PM
    • #85

    Just block it out and literally hit the play button. All the basics are there. I was up until 4am last night dicking around with skies lol


    Also how did you get those cool rings in your sky chris?

  • Vilham
    • September 9, 2014 at 3:55 PM
    • #86

    just terrible chris....

  • Sprony
    • September 9, 2014 at 3:57 PM
    • #87
    Quote from PogoP

    So how playable is this UT at the moment? Is it easy to playtest these levels? I don't have a great deal of experience in LD and haven't played Unreal in years (I was more of a Half-life fan!) but it sounds like good fun and something I'd like to get involved in.


    That's it. Pogo is banned from this.

  • 2d-chris
    • September 9, 2014 at 5:13 PM
    • #88
    Quote from dux

    Also how did you get those cool rings in your sky chris?


    It's a primative with a additive texture and scaled to some insane size. Not very optimal but this is a whitebox

  • Sprony
    • September 9, 2014 at 5:32 PM
    • #89

    But seriously guys. I'm very proud of you all. Seeing the work that's already been posted it's more then justified that we got Epic's attention for this.

    Keep it going!

  • TheOnlyDoubleF
    • September 9, 2014 at 5:54 PM
    • #90
    Quote from 2d-chris

    it's a little messy right now.



    ...


    LOL

  • ShockaPop
    • September 9, 2014 at 9:01 PM
    • #91

    Thought the contest is almost over, but it seems to end on 28th. Maybe I could do some quickie for this.

  • dux
    • September 10, 2014 at 5:27 AM
    • #92

    wtf am I doing


    [Blocked Image: http://i.imgur.com/QjdL6u2.jpg][Blocked Image: http://i.imgur.com/5pOzmMK.jpg]

  • -HP-
    • September 10, 2014 at 5:58 AM
    • #93
    Quote from 2d-chris

    Alright, so here are some very WIP screengrabs from the editor, I'll record a video showing some of the cool jumps and low gravity gameplay, I'm also still figuring out the layout and overall visual style so it's a little messy right now.


    [Blocked Image: https://farm4.staticflickr.com/3843/15181272881_e8a2fa428d_o.jpg]


    [Blocked Image: https://farm4.staticflickr.com/3858/14997519779_d676be59d6_o.jpg]


    [Blocked Image: https://farm4.staticflickr.com/3860/15183916822_5fffdfc29f_o.jpg]

    Display More


    [Blocked Image: https://fbcdn-sphotos-f-a.akamaihd.net/hphotos-ak-xpa1/v/t1.0-9/p526x296/10645045_693026440780294_5032808522524722038_n.jpg?oh=2a5e16052f362d2d9f714201804323ff&oe=549D81EF&__gda__=1419068425_5035168c933e79646559f83794cf95ed]

  • Castle
    • September 10, 2014 at 9:02 AM
    • #94

    Ok so far I have the first pass on the layout. Spawns, pickups, lighting in place and ready for play testing. I also have two new episodes of my YouTube channel to show me creating it all.

    Next will be static meshes and further tweaking based on feedback. I'll have a way to download the map tomorrow.


    [Blocked Image: http://i.imgur.com/ORSR0sP.jpg]


    [Blocked Image: http://i.imgur.com/Wr49OS3.jpg]


    [Blocked Image: http://i.imgur.com/TnAve3t.jpg]


    [Blocked Image: http://i.imgur.com/9afkMGm.jpg]

  • 2d-chris
    • September 10, 2014 at 2:22 PM
    • #95

    Hey nice guys,


    Dux, digging the darker vibe,

  • PogoP
    • September 10, 2014 at 3:12 PM
    • #96

    So is every Unreal map gonna be set floating above planets now? I don't mind that


    Looks cool Dux but it's really dark, it'll make players harder to spot I think.

  • 2d-chris
    • September 10, 2014 at 4:01 PM
    • #97

    I think UT had it's fair share of popular darker levels, the characters popped so much vs the environment it was ok in my mind, like always, the only real way to figure this out is to actually play the map with people, and that can be a big effort at this point in development, bots would help endlessly in early testing of a map - only takes a few mins to slap in waypoints in UT - or of they use the navmesh which would be almost instant.

  • Raste`
    • September 10, 2014 at 4:04 PM
    • #98

    Hi there !


    I believe this is my first post here on this forum. I have seen about the white box challenge on the UT4 forums. Had already one map in development back there, thought it could be nice to submit it to this challenge ! So here is a quick preview of what I'm working on: DM-Hydraulics.


    PogoP: yes, you can do a UT map that's on the surface of a planet


    External Content www.youtube.com
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    You can find the whole development thread here: https://forums.unrealtournament.com/showthread.php?11851-dm_hydraulics

  • Leigh
    • September 10, 2014 at 4:20 PM
    • #99
    Quote from Raste`

    ^^^


    Welcome Raste! Nice map as well!


    After seeing all the great work you guys have been putting up I decided my map simply wasn't good enough and I've gone back to scratch to try and create something better. I'm happier with it now than I was before but I still think it has plenty of issues, I seem to struggle from getting away from boxy rooms it seems!


    Here are some screenshots.


    [Blocked Image: http://i.imgur.com/PUzEdsD.png]

    The flag will sit in the middle of these ramps.


    [Blocked Image: http://i.imgur.com/SNTEqSd.png]

    From this angle you can see out into the main area of the level.


    [Blocked Image: http://i.imgur.com/fZleN7M.png]


    The main area is made up of 3 levels, I've tried to make it look like two buildings connected by bridges, two on each floor. The top level bridge can also be reached by a jump pad from the basement and the middle level has a jump pad up as well.


    [Blocked Image: http://i.imgur.com/mBQP9lO.png]


    [Blocked Image: http://i.imgur.com/V0SNms3.png]


    [Blocked Image: http://i.imgur.com/4KEvdwM.png]


    So yeah... Still not entirely happy with my work but I'm happier with this than the last level.


    Also the shortest time between the two flags is about 20 seconds, it's right through the middle of the level though with opportunities to be hit from almost anywhere else on the map, so it would be unlikely to be a successful route.

  • Raste`
    • September 10, 2014 at 4:37 PM
    • #100
    Quote from Leigh

    Welcome Raste! Nice map as well!


    Also the shortest time between the two flags is about 20 seconds, it's right through the middle of the level though with opportunities to be hit from almost anywhere else on the map, so it would be unlikely to be a successful route.


    Thanks mate


    If I may, your map looks nice but features imo too long lines of sights. This could turn out to be a sniping festival. My two cents that creating more S shaped paths (to allow chasing) and adding jump pads that allow you to change side will improve a lot your map. Also some elements of asymmetry can bring more excitement.


    Keep up !

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