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Mapcore's UE4 Whitebox Challenge

  • Sprony
  • August 26, 2014 at 11:56 PM
  • Pampers
    • September 29, 2014 at 1:13 AM
    • #201

    Awesome entries!

  • dux
    • September 29, 2014 at 4:27 AM
    • #202

    What I've managed to get done by 4am tonight. Fuck it, close enough I guess.


    [Blocked Image: http://i.imgur.com/1bhFXqR.jpg][Blocked Image: http://i.imgur.com/sIinFIH.jpg][Blocked Image: http://i.imgur.com/KOQhFLl.jpg][Blocked Image: http://i.imgur.com/69RvBlk.jpg]

  • TheOnlyDoubleF
    • September 29, 2014 at 8:03 AM
    • #203

    Oohh i haven't finish properly but it's enough (i've moved this week son i'm KO).

    I had some issues with the ligthing and the brushes. It's not very polished, it's absolutely not optimized but i'll do that an other day.

    Anyway, i wanted to Thank you all for this challenge. It bas been a great time, i've learned so much things from you guys in LD techniques and process. Thank you.

    So, here are somme screenshots of my map.

    http://imgur.com/a/2LAFx

    I'll post a walkthrough vidéo in a few days when i'll get back the internet on my PC.

    And the working files will be in the submission thread. It's probably not the more interesting map to analyse, unless you want to see all the things that you shouln't do.

    And once à gain, THANK YOU.

  • Leigh
    • September 29, 2014 at 11:30 AM
    • #204

    I'm posting my work here rather than in the submissions post because well, I don't feel it's finished and I also don't feel it's good enough.


    I had hoped to have all of last week and up until tuesday night this week to work on this but preparation for a job interview as well as some other outside factors have made that impossible. With that said here is what I've managed to achieve.


    As anyone who's been following my progress through this topic will probably guess this is my fourth of fifth almost completed map for this challenge (I'm actually losing count!) but while it is disappointing not to have finished something it has been a pretty good learning experience for me that will make a big difference in my work going forwards hopefully.


    [Blocked Image: http://i.imgur.com/BgSD1VY.png]


    This version of my map takes place in the middle of the ocean, 3 tall towers stand in close range of each other with only a few boardwalks and posts for tying up boats between them.


    [Blocked Image: http://i.imgur.com/JBd19xY.png]


    I tried to keep the verticality of the map from previous iterations but also to add multiple routes and escape points from almost any part of my map. It was also the first map for this challenge I created which wasn't symmetrical and it certianly helped with keeping the sight lines from getting too outrageous although I'm sure some points could still be improved upon.


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


    I also spent some time thinking about routes for advanced players and included some skill jumps that would require a bit of thought and skill (hopefully) to get some of the better out of the way weapons and pick ups.

    [Blocked Image: http://i.imgur.com/5QM5tCa.png]


    ( I didn't actually place anything here, but a rare weapon pick up was intended for this hanging area)

    [Blocked Image: http://i.imgur.com/KkQYl2r.png]


    Another example are these stepping stones, it takes skill jumping to get across the gap between some stones, it can be used to go from one tower to the other avoiding most of the conflict above but falling into the water is instant death.

    [Blocked Image: http://i.imgur.com/6oxl9iL.png]


    [Blocked Image: http://i.imgur.com/1akHMyp.png]


    Were I really ran out of time and I think it shows the most is in the lighting. As new as I am to level design I'm even newer to lighting a level and another few passes and some research on the subject would of helped a great deal.

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


    Finally a view from above.

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


    Overall I think this has been a good learning experience for me and I can take away a lot from it, including the following!


    * I need to try and stay away from using long, tall and thin pieces as often as possible, it's the quickest way to make my levels look boxy and unrealistic. I will try and work with a lot more varied pieces in the future to get the desired effect.


    * I need to break away from the grid a bit more. Everything I created except my first map was first drafted out in photoshop on a grid with each box representing 400 by 400 units. As such everything would always end up feeling very boxy again and it always added to some of the problems with sight lines I had in other maps. In future I should probably use the grid to start and get a base line for the size and shape of a level but branch out further as I get further into a project.


    (This map as it looks in my photoshop grid, different colours represent the three different floors)

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


    * I also need to break away so much from having defined 'floors'. Looking at other peoples work it seems that the height of a platform is simply decided by the context of it within the level, mine were pretty much set in stone before I ever opened Unreal and it leads to not enough height variation in my maps, which again leads to lots of line of sight issues.


    I might update this post later if I can think of anymore but for now that is my map.


    Thanks to everyone who helped me along the way, as always I'm still open to criticisms of my work as it'll only help to improve it. Also if anyone really does want to have a look around this level I can upload a video or maybe even the file itself later if requested.

  • Raste`
    • September 29, 2014 at 5:38 PM
    • #205

    When will we know the results of the challenge ? Getting curious

  • Sprony
    • September 29, 2014 at 6:52 PM
    • #206
    Quote from Raste`

    When will we know the results of the challenge ? Getting curious


    I'll post a poll with all the entries later tonight or tomorrow morning. It then depends on the community

  • Pampers
    • September 29, 2014 at 7:20 PM
    • #207

    will there be any organized playtest?

  • Sprony
    • September 29, 2014 at 10:39 PM
    • #208
    Quote from Pampers

    will there be any organized playtest?


    I have someone currently looking into this.

  • TheOnlyDoubleF
    • September 30, 2014 at 10:07 PM
    • #209

    I've uplaod a walkthrough video of my map (DM-Elysium )


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  • FMPONE
    • October 1, 2014 at 3:02 PM
    • #210

    Great entries all, and great job Sprony organizing everything. So impressed by the productivity on display.

  • DrywallDreams
    • October 1, 2014 at 3:12 PM
    • #211

    Help, it's too hard to choose what to vote for, it's all so good!

  • Thrik
    • October 1, 2014 at 3:24 PM
    • #212

    Jesus so many amazing maps, you all did so great!

  • 2d-chris
    • October 1, 2014 at 3:43 PM
    • #213

    like a Civilization, a golden age has just begun.

  • Vilham
    • October 1, 2014 at 6:58 PM
    • #214

    A lot of awesome looking entries, I will be abstaining as I can't actually play them and this should be entirely about how they play.

  • Sprony
    • October 1, 2014 at 7:14 PM
    • #215

    Don't forget:


    I just got word from Epic. These results will be discussed in todays Twitch Stream. Be sure to check it out!


    Twitch channel: http://www.twitch.tv/unrealtournament

    Time EST 3:00 PM EST or 21:00 CET.

  • Castle
    • October 2, 2014 at 12:33 AM
    • #216

    Noooo I missed it!

  • Sprony
    • October 2, 2014 at 1:23 PM
    • #217
    Quote from ChA1NsAw

    They just mentioned whitebox challenge. They didn't show anything.

    That's my bad. I assumed when they said they were going go promote it that they would show something. But still we were mentioned, the link to the poll was shared and the winner(s) will probably get a tshirt so there's that. It's not everyday that a game company does that.

  • dux
    • October 2, 2014 at 1:53 PM
    • #218

    True. Was kinda anti climactic, though.

  • Sprony
    • October 2, 2014 at 1:59 PM
    • #219
    Quote from dux

    True. Was kinda anti climactic, though.


    Agreed. Told my wife about it, she was very proud and asked me for the link because she wanted to see it. She watched the entire thing (I was at work) and send me a message asking if she missed it. I was kinda sad to have to tell her that this was it.

  • dux
    • October 2, 2014 at 3:08 PM
    • #220

    I was at least expecting them to show the entries, I mean we had to sit around watching some guy trying to double jump around his map. I was waiting to see everyone's great work.


    NOPE.


    "Maybe we will remember to send a t-shirt to some guy who bothered with this." Was basically what I took away from it.

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