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Mapcore's UE4 Whitebox Challenge

  • Sprony
  • August 26, 2014 at 11:56 PM
  • 2d-chris
    • September 17, 2014 at 9:25 PM
    • #161

    cheers this is very useful

  • Sjonsson
    • September 18, 2014 at 8:41 AM
    • #162

    Awwh, I won't be able to work much more on my submission for the challenge, going to Nice this weekend and not coming back until the contest is over.

  • TheOnlyDoubleF
    • September 18, 2014 at 4:07 PM
    • #163

    I really like this light colors, but It's a bit too dark in some places I think.

  • Castle
    • September 19, 2014 at 10:02 AM
    • #164

    Some more progress. The idea is that the bottom areas and the center of the map have a industrial tech look to them but there is a layer of smooth white and black futuristic panels on the top and outer rooms. I may have this all fleshed out by the deadline though its already a lot further along than it should be at this point.


    [Blocked Image: http://i.imgur.com/KQk35qv.jpg][Blocked Image: http://i.imgur.com/0Va1wNJ.jpg]

  • Vilham
    • September 19, 2014 at 6:26 PM
    • #165

    damn it chris.... you have turned what was meant to be a whitebox challenge into a full blown challenge...

  • El_Exodus
    • September 19, 2014 at 7:26 PM
    • #166

    disqualified.

  • dux
    • September 19, 2014 at 7:48 PM
    • #167

    This fucking chris guy.

  • Castle
    • September 19, 2014 at 10:02 PM
    • #168

    Oh I was going to do this no matter what anyway I just got off to a slow start. haha!

  • 2d-chris
    • September 20, 2014 at 1:47 PM
    • #169

    So, while I'm waiting to do all the preparations for play testing helium, I'm messing around with a CTF map - got a pretty bonkers concept I'm testing out now - In a way, I wish I could still use a fake skybox, I have a feeling working so far away from the grid center is a bad idea.

  • Sprony
    • September 20, 2014 at 1:55 PM
    • #170
    Quote from 2d-chris

    So, while I'm waiting to do all the preparations for play testing helium, I'm messing around with a CTF map - got a pretty bonkers concept I'm testing out now - In a way, I wish I could still use a fake skybox, I have a feeling working so far away from the grid center is a bad idea.


    Mapcore's UE4 Chris Challenge

  • 2d-chris
    • September 21, 2014 at 11:33 PM
    • #171

    OK I hope this works, I've uploaded a cooked and editor version of the map and assets


    Cooked = https://www.dropbox.com/s/q6qejcart89n…Cooked.pak?dl=0

    Editor = https://www.dropbox.com/s/mkejasi3grl9ee7/Maps.rar?dl=0


    Feel free to do what you want with the assets, it's all whitebox shizzle


    As for the map itself, I made some minor tweaks to the item placement, fixed some bugs and added some shooting stars that wizz over every now and then!

  • 2d-chris
    • September 22, 2014 at 9:45 AM
    • #172

    cheers, the lower area is mostly for if you fall off, but your the second person to mention the elevator speed, I will increase it. There is a bug though - which I think they're fixing where you can fall through if its too fast.


    Moving the redeemer down there might be cool for sure! as it could be one of the only safer areas to fire and guide it.

  • ShockaPop
    • September 23, 2014 at 7:50 PM
    • #173

    Finally got some kind of screenshot of the map I've been working on lately a little bit. Inspired by Q3DM1:


    [Blocked Image: http://i.imgur.com/T39Fw7f.jpg]


    Idea is that there's this Fortress that is on some unrealistically tall mountain above clouds. Environment hazards are fun (more use for the Impact Hammer).

  • Algor
    • September 23, 2014 at 10:48 PM
    • #174
    Quote

    Once you have subscribed head over to here and follow this simple step-by-step guide on how to download the latest UT game: https://wiki.unrealengine.com/Getting_Starte…real_Tournament

    From the original post... it has this link to download UT;

    https://github.com/epicgames/unrealtournament

    Which gives a 404.. any idea how to get the content?

  • 2d-chris
    • September 23, 2014 at 11:27 PM
    • #175

    works for me, you need to follow the signup, step 2 is important


    https://www.unrealengine.com/ue4-on-github


    then once you can access it - just download the game zip

  • 2d-chris
    • September 23, 2014 at 11:52 PM
    • #176

    very cool man, looks like a really fun arena, good size and lots of nice trick jumps. Architecture is also interesting, could work for quite a number of visual styles IMO

  • Algor
    • September 24, 2014 at 12:29 AM
    • #177
    Quote from 2d-chris

    works for me, you need to follow the signup, step 2 is important


    https://www.unrealengine.com/ue4-on-github


    then once you can access it - just download the game zip


    yes. i followed the signup. even step 2.

  • FrieChamp
    • September 24, 2014 at 8:45 AM
    • #178
    Quote from Algor

    yes. i followed the signup. even step 2.


    Have you cancelled your sub right after subscribing? It needs to be set to "active".

  • Algor
    • September 24, 2014 at 7:22 PM
    • #179
    Quote from FrieChamp


    yes. i followed the signup. even step 2.


    Have you cancelled your sub right after subscribing? It needs to be set to "active".


    That's it, though I have a friend who has an active sub with the same problem. I'll check in with him.

    Edit: He's on a developer thing of 1 year free UE4 if the company you work for also uses unreal. Unfortunately it means "1 year of credit" rather than "active subscription" for 1 year.

  • El_Exodus
    • September 25, 2014 at 10:04 PM
    • #180

    I don't think i'm going to make it until sunday. :/ I'm not understanding all the tools well enough yet, to have a good workflow. 10 days vacation last week was not very productive Maybe i'll be able to create at least "something" but i'm not very optimistic at the moment^^ Good luck to everyone else and i'm really excited to see all the entries

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