I'm not sure what you mean by "every difficulty setting". I thought that Unreal handles this automatically with the user input:
Example: open USP-01-Hellscrag?difficulty=3
Testing in each difficulty would make the game harder, but I don't see how this would effect the quality of the conversion (because unreal handles this by default on any map)
btw hellscrag, your map "USP-01-Hellscrag" is now at its finished state (or through my eyes). Here are a list of changes that I made from the original version:
-new waterfall smoke (HubEffects.Smoke1 is bugged in Unreal)
-Replaced smokegenerators with a 2d sprites (Smoke Generators need to be triggered in Unreal1)
-NaliC.Wood1a (a bugged texture) was replaced with NaliC.Wood2a
-BSP Cut #1 The pond near the end (fixed)
-BSP Cut #2 The *mine* area with wood supporters (fixed)
I test played the map after these fixes and found it to be in perfect condition. (ready for final release
)
EDIT: Oh, I must add that I decided against adding the easter egg to this map. I don't think it effects the quality of the map and is not essential for a "full conversion".