1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
Everywhere
  • Everywhere
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Members
  3. Sjonsson

Posts by Sjonsson

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

    • Sjonsson
    • July 9, 2016 at 2:24 PM
    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.

  • [Chivalry: Medieval Warfare] AOCTO-SunwaterBay

    • Sjonsson
    • July 6, 2016 at 2:41 PM
    Quote from Vilham

    17 hours ago, Vilham said: The castle from the outside shot looks ace. Really cool silhouette.

    Thanks! :) It went through quite a few transformations before I was satisfied.

  • [Chivalry] AOCTO_Paramount

    • Sjonsson
    • July 5, 2016 at 6:44 PM

    I've finally decided to call this map done! Feels good. Made a post in Work Release as well.

  • [Chivalry: Medieval Warfare] AOCTO-SunwaterBay

    • Sjonsson
    • July 5, 2016 at 6:39 PM

    You know that map I started working with almost two years ago? No? Well it's done anyway! I present to you my team objective map Sunwater Bay for Chivalry: Medieval Warfare[Blocked Image: http://imgur.com/6qmSp1E.jpg]

    [Blocked Image: http://imgur.com/n7zKqyy.jpg]

    [Blocked Image: http://imgur.com/uCd78FT.jpg]


    [Blocked Image: http://imgur.com/Vdry2YT.jpg]

    [Blocked Image: http://imgur.com/FX2DtZn.jpg]

    [Blocked Image: http://imgur.com/4gocuzf.jpg]

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

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

    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]

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

    • Sjonsson
    • June 27, 2016 at 12:26 PM
    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.

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

    • Sjonsson
    • June 22, 2016 at 7:56 AM

    Thanks for sharing @2d-chris, really good tips. <3

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

    • Sjonsson
    • June 20, 2016 at 10:54 PM
    Quote from TheGlecter

    On 2016-06-18 at 6:28 PM, TheGlecter said: In terms of brightness I think it's not bad... It's supposed to be a dark room isn't it? However, I think the hole in the ceiling should be your main lightsource and make a stronger impact on the room, whereas the fire and torch could be more of a second-order lighting.


    Someone made a thread about lighting in the UT forums BTW: ;)

    https://www.epicgames.com/unrealtourname…he-entire-level

    Thanks for the tip and the link. After you said that I realised I should utilize the natural light more. So now I'm making opening bigger, punching holes in ceilings, adding new window etc. Just to get some "free" lighting inside, haha!So a bit of an update: Trying to cut all the corner to make this come together. It won't be like envisioned it, with treeforts in the middle of a swamp. It will more be like a temple ruin with wooden support structures. Not very realistic but maybe I will get some time to get more believability into the map. Right now I just feel that I need to convert it to meshes to get the dressing going and then if I get the time (probably not) I will go and do believability passes. Usually I decide on what theme each area should have on forehand (such as deciding that a certain area should function as a harbour, kitchen or whatver you'd call it) but this time I simply had to cut the pre-production. Still having tons of fun though![Blocked Image: https://pbs.twimg.com/media/ClbQGuiWIAA5tLv.jpg:large]

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

    • Sjonsson
    • June 18, 2016 at 4:17 PM

    So I did the first indoor lightpass on my map. Any pointers? I'm afraid it's a bit too dark atm.


    [Blocked Image: https://pbs.twimg.com/media/ClPh0VaUsAAiqxH.jpg:large]

  • Overwatch

    • Sjonsson
    • June 14, 2016 at 10:20 PM

    Genji is love. Genji is life. Something I did this evening. Awwh yeah felt so goood!

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

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

    • Sjonsson
    • June 14, 2016 at 11:45 AM
    Quote from Mitch Mitchell

    14 hours ago, Mitch Mitchell said: 1: Select all additive and subtractive brushes

    2: Click on 'CONVERT TO STATIC MESH'

    3: Once converted, open the static mesh settings, scroll down to collision and CHANGE the COLLISION COMPLEXITY to "USE COMPLEX AS SIMPLE".


    Grats! Your entire BSP level is now 1 static mesh with all of its collision skin-tight and all of its materials assigned exactly as they were in BSP mode.

    Your draw calls and build times will now be non-existent, your blocking volumes can be deleted and the frame rate will go through the roof.

    Display More

    Dayum.. That's a really neat trick! Thanks for sharing! :D

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

    • Sjonsson
    • May 31, 2016 at 11:04 AM
    Quote from TheGlecter

    Just now, TheGlecter said: If you select a brush, at the bottom of the Details box there is a 'Convert Actor' list. If you select 'BlockingVolume' on the list, the Brush will be converted. It will only convert individual brushes though, so if you have substractive geometry, you'll most likely have to block things the hard way...

    Well that's something at least! I only knew you could convert BSPs to Static meshes. Saves me at least a bit of the pain if that's the way I have to do it. Thanks! :)

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

    • Sjonsson
    • May 31, 2016 at 10:34 AM
    Quote from Vilham

    10 minutes ago, Vilham said: The epic maps are all entirely blocking volumed, not even sure why they bother with normal collision on the assets at all.

    If that's the case, why the heck is there no 'replace BSP with blocking volume'-functionality?! D: Life is hard. Would a 'nodraw'-material on BSPs do fine or do I really have to replace them all with blocking volumes?

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

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

    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!

  • Overwatch

    • Sjonsson
    • May 26, 2016 at 9:50 PM

    Isbanan#2328 Hit me up!

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

    • Sjonsson
    • May 23, 2016 at 12:15 PM
    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.

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

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

    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.

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

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

    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.

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

    • Sjonsson
    • May 16, 2016 at 12:22 AM

    I packaged my map and added the link in an extra section in my Phase 1 submission post. Is there anything else I have to do @Sprony?

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

    • Sjonsson
    • May 13, 2016 at 12:09 AM

    Today me, @Terri, @mawnsson and FrieChamp did some playtesting!

    This time we played my map as well as FrieChamp's and sadly I forgot to take a screenshot on FrieChamps. Shout if you want to join in next week. Target day is tuesday but it's subject to change.[Blocked Image: http://i.imgur.com/0NVAzYo.png]

Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. How to Use a Free Kundali Maker for Accurate Future Predictions

    astr09
    July 23, 2026 at 6:35 AM
  2. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  3. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  4. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  5. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  6. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  7. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  8. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  9. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  10. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™