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  4. Unreal Tournament Level Design Contest

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

  • Sprony
  • April 2, 2016 at 11:46 AM
  • kykymonstar
    • June 27, 2016 at 8:24 AM
    • #261

    How are you guys able to create your minimap so precisely? Mine is generating funny.

  • Sjonsson
    • June 27, 2016 at 12:26 PM
    • #262
    Quote from Vilham

    On 2016-06-24 at 1:47 PM, Vilham said: To be fair the organisation of the assets in UT4 is a bit of a mess. There clearly aren't any consistent standards.

    You're right. But the possibility to create a standard is pretty straight forward. Especially now that we have the Catalogue Tagging system so it doesn't necessarily mean the file structure has to be the same as your in-practise asset organisation.

  • huitmottes
    • June 27, 2016 at 8:20 PM
    • #263

    Hey guys ! We're having some trouble with a material that causes the editor to crash when we try to build lighting.

    It seems the problem comes from M_Liandri_MASTER_Material in /Game/RestrictedAssets/Environments/Liandri/Materials It appears to be corrupted for whatever reason... Is there a way to revert it to its original version or can someone send us the vanilla version of it so we can try to uncorrupt it ? :P Thanks guys ! I hope we can sort this out otherwise we're pretty screwed for the deadline and that would be a shame...

  • phantazm11
    • June 27, 2016 at 8:41 PM
    • #264
    Quote from huitmottes

    19 minutes ago, huitmottes said: Hey guys ! We're having some trouble with a material that causes the editor to crash when we try to build lighting.

    It seems the problem comes from M_Liandri_MASTER_Material in /Game/RestrictedAssets/Environments/Liandri/Materials It appears to be corrupted for whatever reason... Is there a way to revert it to its original version or can someone send us the vanilla version of it so we can try to uncorrupt it ? :P Thanks guys ! I hope we can sort this out otherwise we're pretty screwed for the deadline and that would be a shame...

    You can always choose to verify your copy of the editor which should make sure everything is correct and up to date. Make sure to backup your original content though as there is always a chance it might be deleted.

  • huitmottes
    • June 28, 2016 at 7:41 AM
    • #265

    Hey phantazm11, Thanks for your quick answer, we tried to use the verify option as you suggested and it worked ! Well, not that easily... (We had to do it several times) Just so you know, my buddy and I are using the same anti-virus software (aVast) and apparently he's considering that compiling shaders is a virus and decides to corrupt those files... We spent last night trying to figure this out so I hope our pain will help some of you guys :) Thanks again phantazm11.

  • Sprony
    • June 28, 2016 at 7:47 AM
    • #266

    It's great seeing you guys helping each other out like this!

  • leoncoachman
    • June 30, 2016 at 11:25 PM
    • #267

    Leon Coachman

    Ailen Temple Base

    Lee, Leo, Coachman


    I save my file as PAK and shared it and everything but how do i retrieve it to show the rest of yall my level it know where on my desktop or computer??

    “I agree that this content constitutes a Submission under the Unreal Engine EULA ( https://www.unrealengine.com/eula )”

  • TheGlecter
    • July 1, 2016 at 8:04 PM
    • #268

    Phew! My level is finally up! It's been 2 intense mapping months here! :)

    Download: DM-Batrankus_vRC1a (July 3, 2016)

    Development Thread: https://www.epicgames.com/unrealtourname…kus-Mapcore-TSD

    Really looking forward to hearing some feedback!

    Best of luck everyone!

  • TheGlecter
    • July 1, 2016 at 8:22 PM
    • #269
    Quote from leoncoachman

    20 hours ago, leoncoachman said: I save my file as PAK and shared it and everything but how do i retrieve it to show the rest of yall my level it know where on my desktop or computer??

    If you have cooked your map (Share -> Share this Level) without problems, you should be prompted a Yes/No dialogue box. At the bottom left of that box there's a link to your .pak file's folder. (BTW, click 'No' on the dialogue box... :P)

    In my Windows 10 laptop the .pak files folder is: [MyDocuments]\UnrealTournament\Saved\Paks\MyContent\

    That's where you'll find the file to upload for others to play your level. ;)

  • Designer
    • July 2, 2016 at 4:49 PM
    • #270

    No chance to completed whole level until deadline. :( i will upload bsp version anyway for submite topic... Good luck for everyone.

    Ps. One month extra needed ;D

  • poLemin
    • July 3, 2016 at 12:42 AM
    • #271

    Since I encountered problems with it and want to avoid bad judgement because of that: What is the correct way to set up the Overcharge entity? In some posts I read one should use "Generic Objective Markers" (which I am not able to find in the content browser. All that although it is possible to choose "Overcharge" in the PowerUp entity. It happened to me tho, that the Overcharge was placed in some random location too. I also read somewhere earlier in this thread that you should not set the map mode to Showdown. Is this still valid? I know there were some updates during the contest.

    How did you guys implement the Overcharge?

  • WarpSpasm
    • July 3, 2016 at 6:39 AM
    • #272
    Quote from poLemin

    5 hours ago, poLemin said: Since I encountered problems with it and want to avoid bad judgement because of that: What is the correct way to set up the Overcharge entity? In some posts I read one should use "Generic Objective Markers" (which I am not able to find in the content browser. All that although it is possible to choose "Overcharge" in the PowerUp entity. It happened to me tho, that the Overcharge was placed in some random location too. I also read somewhere earlier in this thread that you should not set the map mode to Showdown. Is this still valid? I know there were some updates during the contest.

    How did you guys implement the Overcharge?

    I just copy pasted the overcharge marker from one of the epic maps

  • TheGlecter
    • July 3, 2016 at 1:30 PM
    • #273

    Hey, just released a quick update to my map! I have updated the links of both this thread and the 'Phase 2 Submissions' one. I haven't tested this new version enough by myself, so I'm keeping the July 1 version link in the submissions thread too, in case there is something wrong with this new version (probably not...).

    Quote from poLemin

    12 hours ago, poLemin said: How did you guys implement the Overcharge?

    UTGenericObjectivePoint actors. ;) Haven't tried choosing it in a PowerupBase, but that would most likely spawn the powerup in non-TSD game modes, which you really don't want to happen (especially if you have more than one location).

  • Sprony
    • July 4, 2016 at 8:55 AM
    • #274

    Remember people:

    Quote

    Quote You have until July 4th 21:00 GMT+1[/b] before this thread is locked and the contest is officially over. We can't accept submissions after this deadline.

  • NATO
    • July 4, 2016 at 1:41 PM
    • #275

    I'm having a major issue, I can't cook my map currently. It runs out of ram. Not sure what to do. Any advice?

  • poLemin
    • July 4, 2016 at 1:49 PM
    • #276
    Quote from NATO

    2 minutes ago, NATO said: I'm having a major issue, I can't cook my map currently. It runs out of ram. Not sure what to do. Any advice?

    I am still not very familiar with UE4, so the only thing I can offer you is cooking the map for you IF there is a way to share your workingfiles and custom assets in a managable way. And of course if you are willing to.

    Does building light work without any problems?

  • NATO
    • July 4, 2016 at 2:54 PM
    • #277

    Looks like I've managed to get it to cook by restarting cooking a shell map and then cooking the final map. I guess it cashe's stuff on the disk and freeing up ram *shrugs*

    Thanks for the offer! :)

    Also I REALLY need to get around to getting more than 8GB ram

  • poLemin
    • July 4, 2016 at 2:56 PM
    • #278
    Quote from NATO

    Just now, NATO said: Looks like I've managed to get it to cook by restarting cooking a shell map and then cooking the final map. I guess it cashe's stuff on the disk and freeing up ram *shrugs*

    Thanks for the offer! :)

    Also I REALLY need to get around to getting more than 8GB ram

    Glad you could sort it out! Looking forward to seeing your map!

  • Sjonsson
    • July 4, 2016 at 3:13 PM
    • #279

    I'm working like a madman here but I don't think I'll make it. It will come down to bake/packaging times now..:( Edit: Yepp, I'm fucked. My final light build just crashed. Would have baked much sooner but I had to prioritize work. Sad lyfe! Edit 2: Tried packaging it with preview lighting but that didn't work either. Here's what the abomination looks like. I'm so fucking dissapointed. :([Blocked Image: http://imgur.com/OVYYjJn.jpg]

    [Blocked Image: http://imgur.com/10X6rtz.jpg]

    [Blocked Image: http://imgur.com/J1hGHET.jpg]

    [Blocked Image: http://imgur.com/CE8Qlko.jpg]

    [Blocked Image: http://imgur.com/Ke1cZxb.jpg]

  • Sprony
    • July 4, 2016 at 8:09 PM
    • #280

    We have 30 submissions and they are looking very promising. The submission thread is now locked since the deadline has passed. We've got a lot of work to do and I'll inform everybody on how we're moving forward as soon as possible. Be sure to keep an eye on our forums and social media regarding any updates. For now, relax and take a breather because you deserve it!

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