Level Design

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Level Design // Game Development

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Post by servvs // Feb 16, 2009, 2:26pm

Total Posts: 3
Ok im not sure where to start on level design. I see maps in CounterStrike and many other games with a bunch of textures and effects. Basically what I will want to do is to create the entire level with different meshes with different textures correct? or do I need to do every model individually and load each model in the way that I want the level to look?

Post by The Master Elite // Feb 16, 2009, 3:14pm

The Master Elite
Total Posts: 107
Its been done both ways...depending on the approach you want to take. Modular components are quick, easier to texture, etc. but don't always create the most immersion.

Modeling it all as one big map is powerful, but takes longer and is susceptible to major problems if you decide you need to clean it up later. Generally, professional maps are made with a mix of both approaches, modeling an undetailed "base map" and adding many smaller and varying components over and over again.

Post by The Master Elite // Mar 8, 2009, 10:03am

The Master Elite
Total Posts: 107
Out of a desire to revive this subject with much more precision due to great interest, I have dared make a new post in here after it has been untouched for a great deal of time.

I realized my previous post was slightly...inaccurate.

One of the best modern methods for level design involves a combination of modular modeling and modeling from scratch. They often make very simple scenes composed of the general form of the scene, often made up of modular parts. Certain parts of the map may be made of 3 or 4 tiles, such as a hallway, one for the floor, one for the ceiling, and two to interchange for the walls.

After doing this, the artist will then model universal things such as pipes and such using curves, then add the details as separate or floating geometry. After all this is done, they bring it into the map editor/tool such as Sandbox2, UnrealEd, Hammer, or Sapien [Halo trilogy's editor] and add game objects [such as Crates, Barrels, Weapons, other scenery, Equipment, Objectives, AI markers and entities, vehicles, sounds, and various game logic]...

That is a simple summary of the common method, but often this is not the only method. Tileable textures are just as important as tile-based geometry.
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