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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
  • TheGlecter
    • July 7, 2016 at 6:01 PM
    • #301
    Quote from Mitch Mitchell

    1 hour ago, Mitch Mitchell said: I altered the light map resolution on some stuff...so that needed its own folder and references for it to work without resorting to the defaults.

    Hey, you don't really need to create custom duplicates of StaticMeshes to change the lightmap resolution if you don't want to. There is an 'Overrride Lightmap Resolution' setting in the StaticMesh properties where you can set a specific value per mesh without editing the original assets.

  • Mitch Mitchell
    • July 7, 2016 at 7:34 PM
    • #302
    Quote from TheGlecter

    1 hour ago, TheGlecter said: Hey, you don't really need to create custom duplicates of StaticMeshes to change the lightmap resolution if you don't want to. There is an 'Overrride Lightmap Resolution' setting in the StaticMesh properties where you can set a specific value per mesh without editing the original assets.

    Oh totally, but I was changing so much that having 'my stuff' in my own folder made more sense than creating potential discombobulation of Epic assets.

  • MauL
    • July 9, 2016 at 2:09 AM
    • #303

    Well, I think I've finally detoxed from the last minute crunching to get my map ready. Thanks for running the contest guys! Too bad there's not a special category for "Dad's with full time jobs" :D.

  • Sjonsson
    • July 9, 2016 at 2:24 PM
    • #304
    Quote from MauL

    12 hours ago, MauL said: Well, I think I've finally detoxed from the last minute crunching to get my map ready. Thanks for running the contest guys! Too bad there's not a special category for "Dad's with full time jobs" :D.

    Haha, yeah I'm in your situation as well. Except I don't have any kids to take care of. Would be cool if we could have a Mapcore Maps Unreal Tournament server which only hosted our maps. Would be a good incentive for others to finish up their maps as well.

  • ShadesMaster
    • July 10, 2016 at 6:11 PM
    • #305

    I work 80 hours a week minimum, overnights AND days... no kids, no gf but I make time for things!!!! Such as this.... :P

  • FelixofMars
    • July 11, 2016 at 8:45 PM
    • #306

    I didn't get the map in a playable state for the competition and there is still more to do on it but with a bunch of other things on I am not sure if I will have the time or inclination to continue - It was great to work on the map but I had my first PC blow up and had to downgrade to a spare and lost some data, went on holiday/honeymoon for 2 weeks and other life things like putting our house on the market - I took a few days off to work on it and still it feels a while away from being 100% complete. I have re-posted the screenshots and spent this weekend trying to iron out the major issues that where blocking me from showing it (although I already found more issues.)

    Maybe at some point I will come back to it but I feel completely burned out on this map! In some ways I think I was getting close on others I would want to scrap it and do it again.

    Things I still need to do:

    • Improve look especially in main room
    • Fix AI getting stuck on the jump and lift
    • Make a proper exterior

    Here is the Link to the map.

  • Sprony
    • July 12, 2016 at 4:26 PM
    • #307

    Epic is currently finalizing the next UT update. Reviewing on their part will start later this week. A little more patience is needed :)

  • NATO
    • July 12, 2016 at 5:41 PM
    • #308

    Just as long as the new build doesn't break people's paks ;p

  • Mitch Mitchell
    • July 12, 2016 at 10:39 PM
    • #309

    I've just had a horrible thought...all accepted finalists are requested to download the new patch, and repackage their maps for testing!

  • MauL
    • July 13, 2016 at 5:27 AM
    • #310

    I hope its not an engine update mostly from the Hub management standpoint. I have 40 custom maps on my hub and it's tough to start over each time. They are talking about adding voice so that sounds like an engine update. #prealpha...

  • WarpSpasm
    • July 13, 2016 at 11:17 AM
    • #311

    well 4.12.5 is out now with may fixes so i wouldnt be suprised if they move to at least that or even 4.13 master branch

  • TheGlecter
    • July 13, 2016 at 1:42 PM
    • #312
    Quote

    Quote Version notes for build released 7/13/2016:

    TLDR: Major Changes This Build:

    - Titan Pass CTF level visual pass for better clarity and improved performance.

    I'm quite concerned about this. One of the last updates changed a bunch of materials and meshes from the content folders, which caused problems in many custom maps that have not been recooked since then. I really hope a recook is not necessary, but I'm creating a backup of some of the Environments folders just in case...

  • NATO
    • July 13, 2016 at 2:19 PM
    • #313

    Yeah one of my maps got a bit messed up by previous update; but I think a lot of the recent changes are new content rather than redeveloping the old stuff. Also I believe this build is still on 4.12.

  • Sprony
    • July 13, 2016 at 5:45 PM
    • #314

    It's not an engine update. I've asked Epic and they've tested if the maps work and they still do. Some very minor issues on a couple of maps but nothing major. Maybe we'll ask one to recook to see what causes it, but nobody needs to be worried :)

  • FX
    • July 13, 2016 at 5:59 PM
    • #315
    Quote from Sprony

    12 minutes ago, Sprony said: It's not an engine update. I've asked Epic and they've tested if the maps work and they still do. Some very minor issues on a couple of maps but nothing major. Maybe we'll ask one to recook to see what causes it, but nobody needs to be worried :)

    That's good to know! Did they say what the issues are?

  • poLemin
    • July 13, 2016 at 7:18 PM
    • #316
    Quote from Sprony

    1 hour ago, Sprony said: It's not an engine update. I've asked Epic and they've tested if the maps work and they still do. Some very minor issues on a couple of maps but nothing major. Maybe we'll ask one to recook to see what causes it, but nobody needs to be worried :)

    I noticed that some of the Titan Pass assets were edited. My level does not look the same in some parts ... It also seems like that they either changed the water material's (from Titan Pass) name or deleted it. Therefore my meshes that are supposed to be water, use the default dev texture. This is ugly and since it was said we could use existing assets not really my fault.

    But since I already changed some things on the level after the deadline it would not be fair to recook and resubmit it either. What do we do about that? :/

  • Mitch Mitchell
    • July 13, 2016 at 8:48 PM
    • #317

    I'm checking the movement changes with regards to slide/dodge, just to see how it affected the flow throughout the narrow 'high-speed' overpass, but it looks good on paper.

  • MauL
    • July 13, 2016 at 9:18 PM
    • #318

    Welp, Maelstrom suffered heavy damage with this update. Had quite a few TitanPass assets. So sad... looks like tons of work to fix. Missing materials, messed up UV mapping on TitanPass meshes, missing meshes etc.

  • poLemin
    • July 13, 2016 at 9:34 PM
    • #319
    Quote from MauL

    15 minutes ago, MauL said: Welp, Maelstrom suffered heavy damage with this update. Had quite a few TitanPass assets. So sad... looks like tons of work to fix. Missing materials, messed up UV mapping on TitanPass meshes etc.

    I feel your pain ... that is really shitty.

  • TheGlecter
    • July 13, 2016 at 9:35 PM
    • #320

    Owch, this does not sound any good... but I haven't updated yet!

    Perhaps I can help you guys out... Tell me about the assets that are giving you trouble, and I will try to upload a file with the old versions of them...

    I would appreciate if someone checked that my map is alright, though... :P

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