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Epic Games & MapCore's Unreal Tournament Level Design Contest Discussion

  • Sprony
  • April 2, 2016 at 11:46 AM
  • Designer
    • May 16, 2016 at 10:05 PM
    • #201

    uploading new version

  • 2d-chris
    • May 16, 2016 at 10:19 PM
    • #202
    Quote from FACH

    57 minutes ago, FACH said: It was coocked for 40 minutes! Oh Holy Vandora! Where is the time when map`s size was 4-40 kb and "build all" lasts ~100 seconds?

    FYI - the cooking process is only used externally (for modders, mappers etc) we don't use it on the dev team, the actual map building is quicker than ever, cooking the resources automatically is not something most games even allow you to do, so even though it's far from optimized, normally you'd have to carefully add every single file yourself, which takes considerable time and is prone to errors.

    Additionally, the game and engine is very much in progress, which makes working it a lot harder, and it surfaces all the kind of issues that developers have to deal with that are usually invisible when working on games with only minor updates every now and then. Developers slow down fundamental changes the closer a game is to completion or post launch patches/updates because of the knock on effect to custom content, right now, your all in the thick of it, which I consider great experience, developing games is frustrating and hard for all the reasons you are not expecting.

  • FACH
    • May 17, 2016 at 7:56 PM
    • #203
    Quote from 2d-chris

    21 hours ago, 2d-chris said: FYI - the cooking process is only used externally (for modders, mappers etc) we don't use it on the dev team, the actual map building is quicker than ever, cooking the resources automatically is not something most games even allow you to do, so even though it's far from optimized, normally you'd have to carefully add every single file yourself, which takes considerable time and is prone to errors.

    Additionally, the game and engine is very much in progress, which makes working it a lot harder, and it surfaces all the kind of issues that developers have to deal with that are usually invisible when working on games with only minor updates every now and then. Developers slow down fundamental changes the closer a game is to completion or post launch patches/updates because of the knock on effect to custom content, right now, your all in the thick of it, which I consider great experience, developing games is frustrating and hard for all the reasons you are not expecting.

    I understand that it is very comfortable when each asset is created separately. It is not necessary for team to update heavy package if it has been insignificantly changed.Of course it was a joke. Dentnt had a problem with his computer. Power Supply had been broken. As a result, motherboard, RAM, video card and HDD had been broken too.We made a computer from garbage and run only UE2 RUNTIME on it. I wrote a T3D converter that converts parameters of static meshs from UE2 to UE4. Dentnt sends map file (20 mb) and 3ds max file to me every build.

    But in UE2 lightmaps are not used. I know that the differences between engines are great, epics well tried.

  • AlexM
    • May 17, 2016 at 8:23 PM
    • #204
    Quote from 2d-chris

    22 hours ago, 2d-chris said: FYI - the cooking process is only used externally (for modders, mappers etc) we don't use it on the dev team, the actual map building is quicker than ever, cooking the resources automatically is not something most games even allow you to do, so even though it's far from optimized, normally you'd have to carefully add every single file yourself, which takes considerable time and is prone to errors.

    Additionally, the game and engine is very much in progress, which makes working it a lot harder, and it surfaces all the kind of issues that developers have to deal with that are usually invisible when working on games with only minor updates every now and then. Developers slow down fundamental changes the closer a game is to completion or post launch patches/updates because of the knock on effect to custom content, right now, your all in the thick of it, which I consider great experience, developing games is frustrating and hard for all the reasons you are not expecting.

    Unreal's stability while being "in progress" is a lot better than most complete engines I've used :)

  • Sjonsson
    • May 22, 2016 at 4:11 PM
    • #205

    Me, @Terri and FrieChamp are doing some testing at 7PM CEST tonight. Package your map and add me on Skype if you want to join in: stefan.jonsson9104

    Quote from FRAG

    On 2016-05-16 at 10:03 PM, FRAG said: Won't make it for the new submission, sucks but nothing I can do.

    Awwh man that does suck! Edit: Heads up! I'm not sure I have gotten the server config to work properly as of the new patch but we will see.

  • Sigma
    • May 22, 2016 at 7:39 PM
    • #206

    If you get a chance, do a test run with @Sjonsson, @FrieChamp, and @Terri, They helped me figure some things out for improvement.

  • Vilham
    • May 23, 2016 at 1:34 AM
    • #207

    Wasn't around this weekend, but if you are going to do another one I would be up for it.

  • Sjonsson
    • May 23, 2016 at 8:51 AM
    • #208

    I managed to get Showdown working on the server before I got to bed yesterday. Me, @FrieChamp and @Terri will be running a test session tonight. Time is still to be announced. Preliminary time: 20.00 CEST (Reserved for change) If you want your map tested, make sure your map is packaged and ready. You also have to make sure you set the game mode in World Settings to UTTeamShowdownGame, it's almost at the bottom of the list. If you won't do this the map will play in whatever other gamemode you set it too, also make sure not to set it to UTShowdownGame, tha'ts the duel mode.

  • FrieChamp
    • May 23, 2016 at 9:18 AM
    • #209
    Quote from Sjonsson

    24 minutes ago, Sjonsson said: If you want your map tested, make sure your map is packaged and ready. You also have to make sure you set the game mode in World Settings to UTTeamShowdownGame, it's almost at the bottom of the list. If you won't do this the map will play in whatever other gamemode you set it too, also make sure not to set it to UTShowdownGame, tha'ts the duel mode.

    Are you certain this is absolutely mandatory or is this just a workaround to test the maps in Showdown on your server? Because last time I checked DM-Chill was not set to a specific gamemode and that one is obviously working in Showdown. I don't think I'll be able to change the world settings and re-package my map before tonight.

  • Vilham
    • May 23, 2016 at 10:29 AM
    • #210

    Yeah the instructions from Epic specifically state not to change the world settings game mode

  • Sjonsson
    • May 23, 2016 at 12:15 PM
    • #211
    Quote from FrieChamp

    3 hours ago, FrieChamp said: Are you certain this is absolutely mandatory or is this just a workaround to test the maps in Showdown on your server? Because last time I checked DM-Chill was not set to a specific gamemode and that one is obviously working in Showdown. I don't think I'll be able to change the world settings and re-package my map before tonight.

    Quote from Vilham

    1 hour ago, Vilham said: Yeah the instructions from Epic specifically state not to change the world settings game mode

    There's your @FrieChamp answer, it's simply something I do in order to get my server working. I'm quite sure I'm not doing it properly but as of know I just care that it's running at all. That's some good info though Vilham.

  • Sigma
    • May 24, 2016 at 1:55 PM
    • #212

    Edit: Re-paked for new update. New download link. @Sjonsson Updated my .pak with some minor layout alterations after the test we had. I won't be able to playtest with you during the week, but perhaps you could PM me det.'s of any discussion that ocurrs? Download: https://dl.dropboxusercontent.com/u/67491617/UT/…owsNoEditor.pak

  • Sprony
    • May 25, 2016 at 5:52 PM
    • #213

    It's done. You can play your maps on the official hub's now. This is just a heads up. More details will follow in a upcoming article.

    • Start Unreal Tournament.
    • Select 'Find a match'.
    • Select a hub (has an Epic logo in front of it) that supports Showdown.
    • Press 'Join' in the lower right corner (do not join a specific game mode, join the hub).
    • Select 'Start new match'.
    • Select your map, wait or invite players and have some fun!
  • AlexM
    • May 25, 2016 at 6:44 PM
    • #214

    If anyone wants to play some games today or later this week let me know!

  • Vilham
    • May 25, 2016 at 9:07 PM
    • #215

    Yup, I am down for that.

  • tidu
    • May 26, 2016 at 9:28 AM
    • #216
    Quote from Sprony

    15 hours ago, Sprony said: It's done. You can play your maps on the official hub's now. This is just a heads up. More details will follow in a upcoming article.

    Thanks! I think this is the best way for everyone to do play testing.

  • NATO
    • May 26, 2016 at 3:31 PM
    • #217

    Someone was asking about master materials on the UT forums, so I make a video explaining a bit about them. Thought I'd share it here for anyone having a hard time with it :)

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  • Mangley
    • May 27, 2016 at 10:42 AM
    • #218

    Really good video Nato!

    Does anybody know if the rounding errors in the current editor are a concern at all? I'm not greatly familiar with how UE4 optimizes and rotating actors really bugs me and I want to manually input every rotation value even though it's a terrible waste of time to do that. I'm guessing we just have to put up with it and there isn't any kind of fix until the next version.

  • 2d-chris
    • May 28, 2016 at 9:34 PM
    • #219
    Quote from Mangley

    On 27/05/2016 at 5:42 AM, Mangley said: Really good video Nato!

    Does anybody know if the rounding errors in the current editor are a concern at all? I'm not greatly familiar with how UE4 optimizes and rotating actors really bugs me and I want to manually input every rotation value even though it's a terrible waste of time to do that. I'm guessing we just have to put up with it and there isn't any kind of fix until the next version.

    Ignore it. All engine suffer from this, for some reason we show it :P

  • Sjonsson
    • May 31, 2016 at 9:58 AM
    • #220

    Hey everyone! So yesterday I started replacing my white boxed layout with actual assets and since I don't have time to create all new assets I will be using some stuff from the game library. I will be using some of the big rock/mountain assets and I realised that their collision is quite imprecise. Due to this I tried out a method where I disabled the collision of the assets and manually placed blocking volumes. However, this is a very tedious method and now I'm trying to figure out if there's a better way. Does anyone of you have ideas? I was thinking of duplicating the stock content and generate new collision meshes for them but they will probably be quite complex and I'm not sure if that's good performance-wise. Does anyone have any suggestions? I really don't want my map to fall on optimization issues. A big thanks in advance!

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