Normally, I have a process when I build maps, but it’s not that structured. In the spirit of this project, I will be using 3 “tuts” [01 02 03] from World of Level Design to guide me a bit more.
Generating Ideas
- I have always liked the style of Tudor architecture, so that seemed like a logical choice because my interest in it will help keep me motivated. Being a fan of “old world” maps also has been a favorite theme in UT maps as well as other games.
- I asked for books this past Christmas to help me to understand the style and received 2 of them (Tudor Houses Explained & Tudor Style), plus they were “free”. This will help get specifics about what makes up a the style of architecture as well as some historical information.
- While the books will offer pictures, an image search will also be helpful as well.
Planning out the Map
- Once I gather enough details about what will go in the map, I plan to do some sketching before getting into the editor. Normally, I will just dive into the editor and see what happens. But since I am basing this map on a known style, I need a bit more thought in the design/layout.
- One of WOLD tuts asks a bunch of question, which I will answer soon, once I get more information from my research.
Constructing the Level
- While I usually follow the below process, I have found that if something specific motivates me while building the map, I focus on that. That is as long as it doesn’t require me to do more work later on.
- Creating a BSP shell of the map is always a great place to start. This will allow you to refine the layout/game play easily before you decorate it. Inserting large static meshes can be helpful, if they effect the layout.
- I will then insert the major static meshes that will help determine the “space” and layout of the map. I tend to like to do passes throughout the entire map rather than focusing on one specific area too much. Others may like to finish a room completely before continuing. Whatever works best for you, is what you should do.
- Next, will come the basic lighting pass which will help define a lot in the visual department. Lighting, not only effects what the player can see, it also effects the “mood” of the map.
- Next will probably be adding the details (smaller static meshes, particles, sounds, etc).
- From here on, it’s jumping from section to section (either different places in the map or different assets) until the map is done.
- There will be additional steps that normally aren’t part of my process, creating static meshes and textures. My current map has involved some custom textures (even if they are basic), so I have grown a little familiar with that part of the custom asset process.
