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Mapcore's UE4 Whitebox Challenge

  • Sprony
  • August 26, 2014 at 11:56 PM
  • Sigma
    • September 26, 2014 at 12:23 AM
    • #181

    I know for a fact I will not be able to make the deadline. Sorry gang (school and conferences interfere yet again!). I will complete mine regardless though at some point.

  • Castle
    • September 26, 2014 at 8:18 AM
    • #182

    Sneak preview. The entire map will be meshed out soon.


    [Blocked Image: http://i.imgur.com/LmCj5c7.jpg]

  • Mazy
    • September 26, 2014 at 12:07 PM
    • #183

    Castle: You making a rats map?


    I haven't really had that much time to work on my map either, if I'm able to get something finished by the 29th then it'll be suuuuper rough (or unfinished). I do have most of Sunday clear to get some proper work done tho, really wanna be able to deliver something as well

  • Castle
    • September 26, 2014 at 5:46 PM
    • #184

    Whats a rats map? Not sure if I am or not! LOL

  • ShockaPop
    • September 26, 2014 at 6:01 PM
    • #185
    Quote from Castle

    Whats a rats map? Not sure if I am or not! LOL


    A map where it looks like you're size of a rat. Like, de_rats and de_dolls for Counter-Strike.

  • Mazy
    • September 26, 2014 at 6:19 PM
    • #186

    Haha aight, I just got an oversized kitchen vibe from that screenshot


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  • Castle
    • September 26, 2014 at 7:48 PM
    • #187

    Yeah I see it now. I had no idea! XD

  • 2d-chris
    • September 26, 2014 at 8:00 PM
    • #188

    my gowd could you imagine a bad ass uber modern rats map? or rats game at that, why hasn't anyone made hunny i shrunk the kids game yet ...

  • FMPONE
    • September 26, 2014 at 9:58 PM
    • #189

    How the hell does Castle not know what a Rats map is!?!? Blasphemer!

  • dux
    • September 26, 2014 at 10:42 PM
    • #190

    News just in: Castle just got fired from UWE.

  • Castle
    • September 26, 2014 at 10:48 PM
    • #191

    Were they called rats maps all the way back in the day? I cant remember!

  • FMPONE
    • September 27, 2014 at 2:46 AM
    • #192
    Quote from Castle

    Were they called rats maps all the way back in the day? I cant remember!


    The alzheimers setting in


    Quote from dux

    News just in: Castle just got fired from UWE.

    Stop making jokes and update us with your progress right nao.

  • Castle
    • September 27, 2014 at 10:25 AM
    • #193

    Progress on the level. Its pretty close to being ready for submission.


    [Blocked Image: http://i.imgur.com/uj8Ma1V.jpg][Blocked Image: http://i.imgur.com/AUfkoCr.jpg][Blocked Image: http://i.imgur.com/Gf0AI0d.jpg][Blocked Image: http://i.imgur.com/bab41Ac.jpg][Blocked Image: http://i.imgur.com/C9vCbha.jpg][Blocked Image: http://i.imgur.com/ggTe77T.jpg]

  • 2d-chris
    • September 27, 2014 at 4:27 PM
    • #194

    looks tight man, would love to play - the health kits of the wall are really interesting, think it shows there's still room for nice little design ideas in the genre.


    Perhaps it might be worth brightening up the ambient light, try assigning a cubemap to your skylight if you've not already. If you don't know about this take a look at CTF-Face

  • Raste`
    • September 27, 2014 at 9:52 PM
    • #195

    So is this the place where we can submit our maps for the challenges ? Should we send in a .pak or just a video ? I updated my last "tour"


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    A plain white box map ^^ almost only BSPs except for 2-3 pipes.

  • Sprony
    • September 28, 2014 at 9:01 AM
    • #196
    Quote from Raste`

    So is this the place where we can submit our maps for the challenges ? Should we send in a .pak or just a video ? I updated my last "tour"


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    A plain white box map ^^ almost only BSPs except for 2-3 pipes.


    No, please use thread for that (submissions only, no comments)

  • Raste`
    • September 28, 2014 at 1:11 PM
    • #197
    Quote from ChA1NsAw

    Why is my in editor view so much brigher than ingame. When I'm happy with lighting in editor, it ends up way too dark ingame. It's like a certain glow is removed.


    Just experienced the same change. Feels weird. I'll probably crank up a few intensity values and reflection brightness to adapt the lights

  • Daniel Nilsson
    • September 28, 2014 at 10:07 PM
    • #198

    By the way, I found away to take good screenshots in UE4 by the way. I guess most of you're familiar with the console commands in UDK to hide HUD and weapon + fly and finally using tiledshot command to take a shot.

    It appears that command is not present in UE4. Instead it was way simpler!


    If you press 'F11' in the edit window you enter the immersive mode(fullscreen) then you could press the drop-down menu in the upper left corner and press High res screenshot and it will save a high quality shot in the project folder. I would also suggest pressing 'Simulate' before if there's anything animated going on.


    So no more menu items and start menus in the shots!

  • Sprony
    • September 28, 2014 at 10:44 PM
    • #199

    Time is ticking boys. I'm going to bed now but when I start early tomorrow I'll close the submission thread.


    [Blocked Image: http://media.giphy.com/media/EHzhCVHFlNRy8/giphy.gif]

  • dux
    • September 29, 2014 at 12:33 AM
    • #200

    Meh I ran outta time. Or rather, other things got in the way of me finishing my entry.

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