Chill is a better example for size; it's about 10k square and works really nicely for TSD
https://www.mapcore.org/topic/20020-epic-games-mapcores-unreal-tournament-level-design-contest-discussion/?page=2
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Chill is a better example for size; it's about 10k square and works really nicely for TSD
https://www.mapcore.org/topic/20020-epic-games-mapcores-unreal-tournament-level-design-contest-discussion/?page=2
Map Scaler This is a simple script to be used in the editor which allows to scale the current level. Version: 1.4 Compatibility: built on Build 2926870 (3/31/2016) Type: Blueprint by RattleSN4K3 Key features: Scale down/up an entire map
This might come in useful, a blueprint script that can be used for scaling maps in the unreal tournament editor.
In this video, senior designer Jim Brown demonstrates how the new UE4 toolset simplifies the level design process at Epic Games. A link to the wiki for furth...
I think it has been useful re-watching this, as there are a lot of good points highlighted simply in the functionality of the user interface of the editor. Using this information you can set up the interface to your own personal preferences or in the best way to suit the needs of your current project. These things might not seem major, but they can really help with your general workflow.
Windows/Tabs/Docking - The screen estate can become quite busy with all the information that can be displayed, reducing the amount of screen space you have for your viewports. If you have a second monitor then it might be helpful to tear out some tabs into free floating windows to position on the second monitor. You can also dock some of the tabs into the same space if you don’t feel it warrants it’s own dedicated position for your needs.
Scene Outliner - Use this for quickly finding actors in your level, by double clicking it to move the camera of your viewports to it’s location. This also raises the importance of appropiately naming the actors in your level so you have a good idea of what actors are simply by their name.
Orthographic Wireframe Viewports - I know many people mostly just use a perspective viewport in their editor of choice these days, and maybe it is just a hangover from using UT3 but I do like using 2D wireframe viewports for accuracy and clarity of positioning of actors.
Unlit - Helpful for use on your perspective viewport when seeing the lighting isn’t important and if the speed of the editor begins to slow down when your level gets more complex.
Grid Snapping/Rotation Snapping - A basic tip and a general good rule of thumb to always have this activated. It just makes lining up actors with one another much easier and will prevent possible issues later on.
Prototype Pass - Basically the same as what many people would call Whitebox/Greybox/Blockmesh. Use simple geometry to get something up and playable really quickly, so you can make sure the gameplay is good.
Place Mode/BSP - Bread and butter tool of level design. For the uninitiated this is how you add primitive shapes into the environment to create structures.
Shortcut Keys - Ctrl+1
Geometry Editing Mode - Again another staple in the level designer toolset. Select vertices, faces or edges of your BSP geometry to change their shape.
Shortcut Keys - Ctrl+5
We've made it easier than ever to access the development tools for Unreal Tournament, in this guide I will share instructions, and some handy links f...
This looks like a good resource as a starting point for making Unreal Tournament levels in Unreal Engine 4. I’ll definitely be taking a read of this as I don’t want to overlook any basic tips that might be of help.
Epic and Mapcore are teaming up! In an effort to push the custom content scene forward, we are hosting a Level Design contest for Unreal Tournament. ...
It’s great to see an Unreal Tournament Level Design contest that is supported by Epic. This is a good opportunity to jump back into Unreal Engine 4, and the contest guidelines provide a good amount of focus for participants.