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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 for the next dev-blog covering ice mechanics and the first public stress test. 🚀

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