Thread: Level Design
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Old 06-30-2008, 07:31 PM   #1 (permalink)
Zarcath
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Join Date: Jan 2004
Location: Carlsbad CA
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Level Design

Anyone here with level design experience that could chime in with what basic steps you do for planning?

I'm wrapping up the first map I started working on in Unreal3. It was pretty much inspired by 2fort, there's a bridge in the middle, a pit under it that leads to a basement, basement leads to base central area. I didn't want to recreate the entirety of 2fort with the extended basemap intel room, so I terminated the level after the central courtyard, just added a side room with a flag cap point (like Badlands intel point). The map is largely designed as a CTF PVP map...

My next map I'm planning to do a Deathmatch PVP map. Thinking a circular multi-tiered level. Going to draw it out first this time, instead of winging it within the editor. After that I'd like to put together a singleplayer PVE map with some environmental puzzles...

I'd like to get more experience level designing, the more the better. But I get the feeling that U3 maps will go largely unnoticed (can they be converted to be used with other games that use the same engine?), and I'm really not entirely familiar with the U3 gameplay style (as opposed to TF2 or even CS:Source), infact I've never really been a fan of the Unreal playstyle (quick and dirty deathmatchs).

So I figure if I do a TF2 map I could get some good feedback/experience. The last time I tried to use the Hammer editor I only managed to make a box, where as with U3Ed I had a much easier time putting together an entire level. I haven't touched the Hammer editor since...2.0? Is the newest edition as user friendly as U3Ed?
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