Make Your First Fortnite Map (Part 3): Ship It and Read the Numbers

Welcome to the part nobody teaches

Tutorials almost always stop at "you have a build that works." Then the creator hits publish, gets a few players, watches the numbers do nothing dramatic, and quietly gives up.

So this third post is the one nobody writes: how to publish, how to share, and how to read the early numbers without losing your mind. If you finished Part 1 and Part 2, you have a real, playable map. The goal of today is to put it in front of strangers and learn from what they do.

Step 1. Run a final pre-flight check

Before you push the publish button, do this checklist. Five minutes now saves a lot of patching later.

One last clean playthrough. Launch the local session, play one full round from spawn to win condition, no shortcuts. If anything feels broken, fix it now. If everything works, breathe.

Set your island name and description. In UEFN, open Project Settings > Island Settings. The name and description are what players see in Discover. Be specific, not generic. "Pizza Tycoon Tiny" beats "Tycoon Map." Mention your hook from part one in the description.

Pick clear tags. Tags shape who finds your map. Match your archetype (parkour, hide and seek, free-for-all, tycoon, zone wars) and add one or two flavor tags (theme, vibe). Avoid tag spam; Discover penalizes it.

Decide your age rating. UEFN forces you to declare an age rating before publish. Be honest. The wrong rating gets you removed.

Two-factor on your Epic account. You did this on day one of UEFN install (right?). Confirm it, because Epic blocks publish without it.

Step 2. Build and submit

In UEFN's top toolbar, find the project menu and choose Build & Submit. UEFN will:

Cook all your assets into the format Fortnite needs.

Compile any Verse code.

Upload everything to Epic and associate it with an island.

Hand back an island code.

The first build of an island is slow. Five to fifteen minutes is normal. While it builds, write down where you plan to share the link (we will get to that in step 4).

When the build finishes, copy the island code (a 12-digit number like 1234-5678-9012). Open Fortnite, go to the Discover screen, paste the code into the search box, and hit enter. Your map should load. Walk around. The version players will see is exactly this.

If anything looks wrong, go back to UEFN, fix it, and re-submit. Builds 2 through N are much faster.

Step 3. Decide what "success" means for your first map

This is the most important step in the whole post. Most creators set themselves up to feel bad because they decide "success" is "thousands of players in the first week." Then they get fifty players in the first week, feel like a failure, and stop.

Here are realistic, healthy success metrics for a first map:

The map is technically working. People can find it, join it, and finish a round without it crashing or being broken. That alone is a real accomplishment.

Your friends played it and had fun. A handful of people had a good time on something you built. That feeling is the reason to keep going.

At least one stranger played it. Even one stranger discovering your map through Discover is a win. They had no relationship to you, they just found it. That is huge.

You learned three things. What worked? What did not? What would you do differently next time? Three concrete answers is a successful first map. The next one will be twice as good because of it.

Notice that none of these are "I made money" or "I got viral." Those are real outcomes for some maps eventually. They are not the goal of your first one. The goal of your first one is to finish a project and learn.

Step 4. Share it without being annoying

Sharing a Fortnite map can quickly become spam. Here is how to share it without getting blocked or burning bridges.

Friends first. Send the code to a small group of friends with one sentence about what it is. Ask them to play one round and tell you one thing they liked and one thing they would change. This is how every map starts and how you get the first round of feedback.

Two communities, not twelve. Pick one Discord server you already participate in (a UEFN-creator server or a fan-of-the-archetype server, like a Zone Wars server) and one subreddit. Post your code with a short description, a screenshot, and a clear note about what you would like feedback on. Do not post the same thing in twenty places.

Avoid Discord servers that are not yours. Spamming your code in unrelated servers is the fastest way to get banned and to make a bad reputation in a small community.

Tag a small creator, not a huge one. A creator with 5,000 followers is far more likely to actually look at your map than a creator with 5 million. Pick one whose taste matches your archetype. Be polite, brief, and only tag once.

Post on TikTok or YouTube Shorts with the gameplay loop. A 15-second clip of the most exciting moment of your map, with the code in the description, is the single highest-leverage thing you can do for first-week visibility. Even a tiny video can find an audience.

Step 5. Read your first-week numbers

After a few days, log into your creator portal and look at the analytics for your island. There is a forest of metrics. Three of them matter most for your first map.

Sessions. How many times has your map been launched? Sessions are the headline number. Do not panic if it is small at first. Almost no first map breaks 1,000 sessions in week one. That is normal.

Average session length. How many minutes does the average player spend per visit? Healthy targets vary by archetype: 12-25 minutes for round-based modes is great, longer for sandbox/tycoon modes. If your number is under three minutes, players are joining and bouncing fast. That is feedback.

Retention. What percentage of players come back the next day (D1) or the next week (D7)? This is the single most important metric for Discover and for engagement payouts. A first map with even a 5-10% D1 is a real result.

If your sessions are low and bounce rate is high, the most likely culprit is onboarding. Players join, do not understand the rules in the first 30 seconds, and leave. Fix this with billboards at spawn, a clearer name, and a sharper description. These are fast fixes that often double session length without touching gameplay.

If your sessions are healthy but retention is low, the issue is the core loop. The first round was fun; the second round was the same. Fix this in your next map by designing a deeper meta loop, not by patching this one. Ship the next map.

Step 6. Decide what comes next

You have shipped a map. There are three healthy directions from here.

Patch this one once. Pick the single biggest piece of feedback (usually onboarding clarity or one balance issue) and patch it. Do not patch ten things; that is a sign you are stalling on the next map. One patch, then move on.

Start your next map with a slightly bigger goal. Your first map taught you the workflow. Your second map can be 25-50% more ambitious. Maybe it adds a Verse script (start with Day Three). Maybe it adds a real economy (skim our economy field guide for vocabulary).

Connect with other creators. The single biggest accelerator in UEFN is being around other people who are building. Find a small creator Discord, share what you are working on, ask questions, give feedback to others. Most creators are friendly; the field is still small.

What you just accomplished

Three weekends ago, you had an idea. Today, you have a published Fortnite map with an island code, real analytics, and at least one stranger who played something you built.

That is a serious thing. Most people who say they will make a Fortnite map never do. You did. The skills you used to ship this one (picking a focused idea, blocking out a level, wiring stock devices, reading early analytics) are the same skills behind every successful map on Discover. You will get faster, your taste will sharpen, and the maps will get better.

When you are ready to push deeper, here is the recommended reading path:

Day Three: Your first Verse script for your first piece of real code.

Verse performance patterns for writing Verse that holds up under real player counts.

Retention engineering for the deeper "why" behind making players come back.

The UEFN economy field guide when your map starts having currency or progression.

The glossary any time a word does not click.

Welcome to being a Fortnite creator. The first map was the hardest one. Go ship the next one.