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Mapcore's UE4 Whitebox Challenge

  • Sprony
  • August 26, 2014 at 11:56 PM
  • Sjonsson
    • September 15, 2014 at 1:37 PM
    • #141
    Quote from PaulH

    This has been happening to me too, since I started using the editor a few months ago. Mostly when working with BSP it crashes very frequently. Hopefully they get on it soon

    I had an idea it was somehow connected to BSPs but I haven't verified it. Maybe then I'll start building with actual meshes from early on instead of blocking out everything with BSPs.

  • Daniel Nilsson
    • September 15, 2014 at 1:55 PM
    • #142
    Quote from Sjonsson


    This has been happening to me too, since I started using the editor a few months ago. Mostly when working with BSP it crashes very frequently. Hopefully they get on it soon


    I had an idea it was somehow connected to BSPs but I haven't verified it. Maybe then I'll start building with actual meshes from early on instead of blocking out everything with BSPs.


    Didn't have as much trouble as this but when I had like 70+ Brushes in the scene I where getting some annoying slowdowns when I moved something and the engine updated the brushes. I just exported an fbx and continued with SketchUp instead.

  • Sjonsson
    • September 15, 2014 at 2:25 PM
    • #143
    Quote from Daniel Nilsson

    Didn't have as much trouble as this but when I had like 70+ Brushes in the scene I where getting some annoying slowdowns when I moved something and the engine updated the brushes. I just exported an fbx and continued with SketchUp instead.

    I can totally see how semi-realtime building of multiple BSPs is quite expensive, I'm gonna change to something like that too.

  • Mazy
    • September 15, 2014 at 6:19 PM
    • #144

    Okay, trying to get into this stuff now and I already have a probably insanely dumb question, but how the hell do you vertex snap in geometry editing mode? (As in snapping a vertex from one brush to another, not moving the entire brush) Tried searching for it and all I can find are custom scripts that does it, but it must be possible to do in the standard editor, right?

  • 2d-chris
    • September 15, 2014 at 6:35 PM
    • #145

    hmm actually I didn't use vertex snapping on bsp, just on my trim models. I found sticking with the 0,5m grid meant it's almost impossible to miss align something, but still allows enough freedom for interesting shapes.


    I used merge a few times, just because it was crashing when I created a face with 3 sides, when applying a material to it. All his shizzle reminds me of worldcraft and making funky invalid brushes ;P

  • Sjonsson
    • September 16, 2014 at 12:31 AM
    • #146

    Thought I'd share my blockout with you guys. Started pretty late but I'm quite satisfied so far!

    Even though the game mode isn't in yet I decided to go for a CTF map. I think it could work well with Single-Flag CTF too.

    Gonna make a walkthrough tomorrow or something.

    [Blocked Image: http://i.imgur.com/STJ1ZJZ.jpg]
    [Blocked Image: http://i.imgur.com/RdPuJgs.jpg]

    [Blocked Image: http://i.imgur.com/nNugrX5.jpg]

    [Blocked Image: http://i.imgur.com/drbcAz4.jpg]

    [Blocked Image: http://i.imgur.com/8HKne7Q.jpg]

  • Castle
    • September 16, 2014 at 9:38 AM
    • #147

    Some forward progress on the art side of things.


    [Blocked Image: http://i.imgur.com/54RQ31f.jpg]

    [Blocked Image: http://i.imgur.com/szmM7NY.jpg]

    [Blocked Image: http://i.imgur.com/XAn8Wqj.jpg]

    [Blocked Image: http://i.imgur.com/lyG48BN.jpg]

    [Blocked Image: http://i.imgur.com/a05fIMw.jpg]

  • 2d-chris
    • September 16, 2014 at 9:40 AM
    • #148

    nice one

  • Sprony
    • September 16, 2014 at 2:30 PM
    • #149

    You guys make me happy. I was so worried this wouldn't work out but you have proven me wrong. Way to make the Core proud guys. I'm going to forward some of these shots to Epic. Boy, will they be in for a treat!

  • PogoP
    • September 16, 2014 at 3:02 PM
    • #150

    Is there any kind of style guide for the new UT? Art direction etc?

  • Sprony
    • September 16, 2014 at 4:02 PM
    • #151
    Quote from PogoP

    Is there any kind of style guide for the new UT? Art direction etc?


    Not yet. But there are concepts (and of course the Polycount contest winners).

  • Castle
    • September 16, 2014 at 8:13 PM
    • #152

    For now I am sticking to a style that I feel is UT just from my memory of working on UT levels on previous UT games.

  • TheOnlyDoubleF
    • September 16, 2014 at 9:06 PM
    • #153

    i haven't finished the building yet but here is quick overview of my map.


    I stil have to build a part, maybe modify few things after your advices, work on lighting and create my interactive and dynamic events.


    So If you have some advice on building and especially on lighting, feel free to share your thoughts.


    I don't have lots of skill left on UT so I've failed some move while recording

    Btw it's a deathmatch map.


    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

    Some screenshots :


    [Blocked Image: http://i.imgur.com/dd0FjDa.jpg]

    [Blocked Image: http://i.imgur.com/Nkgxx7Y.jpg][Blocked Image: http://i.imgur.com/JTwAxgb.jpg][Blocked Image: http://i.imgur.com/LI0oZoU.jpg][Blocked Image: http://i.imgur.com/ZL0UVhm.jpg]


    Hope that the music will bring you back some memories of the 90's ahah COMON COMON

  • Mazy
    • September 16, 2014 at 9:12 PM
    • #154

    Finally got around and started doing some actual work on this map rather than just going around and kicking the tires of the editor, still a bunch of stuff I'm not entirely sure about, but I guess that's part of the fun of this challenge . So super duper very very early WIP etc, going for a super quick and dirty mockup first just to get the overall flow in place.


    Theme wise I'm kinda thinking of a slick and clean residential area, lots of open spaces and small tight backalleys, trying to get a lot of odd angles and not stay too much on grid, and that bridge looking thing is supposed to be a New York Highline like structure going through the entire level as a point of reference for the player.


    Anyway, super early, I kinda have my doubts that I'll actually have time to finish this for the 29th when I'm going in this late


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

  • FMPONE
    • September 17, 2014 at 1:40 AM
    • #155

    I hope you guys will upload your files at the endmofnthe contest, I'd like to see how they're built!

  • ShockaPop
    • September 17, 2014 at 5:58 AM
    • #156
    Quote from Castle

    For now I am sticking to a style that I feel is UT just from my memory of working on UT levels on previous UT games.


    You mind if I use your assets from the first UT4 map you made ("The Chamber" or something like that)? I know they're just gray stuff, but they're cool and have nice power-of-2 dimensions I could use as the editor isn't really showing dimensions when bsp-editing.

  • Castle
    • September 17, 2014 at 7:04 AM
    • #157

    Yeah! Feel free. Just keep in mind that for right now Epic has instructed us to keep all assets in a separate folder with your level file. This is for the cooking process and to keep directory structures clean.

  • Sprony
    • September 17, 2014 at 9:29 AM
    • #158

    I've send some of these amazing screenshots to Epic (like I said earlier). I'll let you know if I get a response.

    I've also updated all my posts at different sites with these shots.

  • Sjonsson
    • September 17, 2014 at 10:58 AM
    • #159
    Quote from Castle

    Yeah! Feel free. Just keep in mind that for right now Epic has instructed us to keep all assets in a separate folder with your level file. This is for the cooking process and to keep directory structures clean.

    Thanks for mentioning it, ocasionally I had it like that anyway!

  • Castle
    • September 17, 2014 at 8:16 PM
    • #160
    Quote from Sjonsson

    Thanks for mentioning it, ocasionally I had it like that anyway!


    Here is the link that goes over the cooking process. It does have an effect on how you release your level so skim over it sooner than later.


    https://forums.unrealtournament.com/showthread.php…h-Epic-s-builds

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