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Road to 100-Level Parkour Paradise in UEFN Nov 2024

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Fortnite UEFN Game Design
Table of Contents

UEFN

Why Parkour Paradise in Fortnite?
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Parkour Paradise

Ever since Hielke’s Parkour Paradise series took off in Minecraft, I’ve loved the idea of a single map that layers dozens of bite-sized challenges into one satisfying marathon. Fortnite’s UEFN finally lets us script, model, and publish our own islands with almost the same freedom as a standalone Unreal project—so I’m building a 100-level gauntlet that feels familiar to Minecraft veterans yet leverages Fortnite movement (mantle, slide, sprint) and visuals.


High-Level Design
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Goal Details
100 distinct checkpoints Each level lasts 10–40 seconds for an average player.
Rising difficulty curve Every 10 levels introduces a new mechanic (e.g., air vents, moving platforms, slide-jumps).
No dead-ends Miss a jump? Fall zones funnel players to the last checkpoint—no lengthy back-tracking.
Speedrun friendly Integrated timer, gold/silver/bronze splits, and leaderboard widget.

I’m blocking out levels in groups of 10 to iterate faster, then art-pass once the movement feels right.


Tools & Workflow
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  1. Grey-box in UEFN with simple shapes and the ParkourCheckDevice (custom Verse script storing progress).
  2. Playtest locally with friends via private code; gather heat-map data on where players fall.
  3. Art pass in chunks: replace primitives with stylised geometry, enable Lumen for soft lighting, and sprinkle VFX.
  4. Performance sweep on Switch and last-gen consoles; trim materials or swap meshes as needed.
  5. Push to Creative Sandbox for public playtest → collect analytics → repeat.

Current UEFN Pain Points (May 2025)
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pain

Limitation Impact on a 100-Level Parkour Map Practical Work-around
Rapid, unstable feature updates Weekly client patches can change the editor UI or Verse APIs overnight, forcing unplanned re-builds. Keep a frozen branch in source control; wait 48 h after each release before upgrading your main dev build.
Updates sometimes break working content Projects that opened fine yesterday may throw Verse compile errors or fail to load checkpoints after a hot-fix. Pin every milestone to a tagged Git commit; test new versions in a scratch copy and roll back if critical devices fail.
Metaverse-first roadmap Epic’s priority list skews toward big, shared-world features—smaller QoL requests (e.g., finer timer controls) slide down the queue. Track the Trello roadmap and design levels around what already exists; up-vote community tickets to raise visibility.
Less-diverse player base than Roblox Fortnite’s audience is ~60 % ages 18–24, whereas Roblox remains majority under-16; feedback may tilt toward shooter veterans, not younger casuals. Recruit broader testers via Discord servers, TikTok, and school esports clubs; consider cross-posting demos on Roblox to reach younger players.
High-end PC strongly recommended UEFN editing is sluggish on laptops without a discrete GPU and <16 GB RAM, slowing iteration on large obstacle courses. Develop on a desktop with ≥16 GB RAM + mid-range GPU, or stream UEFN remotely from a cloud workstation; keep grey-box assets lightweight until final art pass.

Progress Snapshot (Update November 15, 2024)
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  • Levels completed: 30/100 playable
  • Art-pass finished: 1-10 are proven cool
  • Average clear time: 6 min 12 s (internal test)
  • Most-failed jump: Level 8 triple corner jump (32 % fail rate)
  • Bugs: Vent momentum boost sometimes stacks (investigating)

Grey-box canyon theme


Next Steps
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  1. Finish grey-box for levels 40–60 (introduce ice slide mechanic).
  2. Polish existing timer UI and integrate global leaderboard service.
  3. Record a teaser clip for TikTok/X (target 30 s vertical).
  4. Reach out to the Parkour Paradise creator for a friendly shout-out once we’re near beta.

Get Involved
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  • Playtest: Want early access? DM me on Bsky for a private island code.
  • Feedback: Join the Discord and drop your checkpoint completion times.
  • Collab: 3D artists or Verse scripters looking for a side project are welcome—let’s polish this to a shine!

Stay tuned—next dev-blog will cover ice mechanics and the first public stress test. 🚀

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