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How fast do you design a level #417375
02/12/13 00:16
02/12/13 00:16
Joined: Jan 2013
Posts: 24
M
milaz Offline OP
Newbie
milaz  Offline OP
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M

Joined: Jan 2013
Posts: 24
Hello Everybody!

The title of this thread should be, How much time it takes you to design a level? I found it very complicated and time consuming.

Let's discuss it....

Last edited by milaz; 02/12/13 01:04.
Re: How fast do you design a level [Re: milaz] #417381
02/12/13 01:11
02/12/13 01:11
Joined: Mar 2003
Posts: 4,264
Wellington
Nems Offline

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Nems  Offline

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Joined: Mar 2003
Posts: 4,264
Wellington
As much wood as a woodchuck could, if a woodchuck could chop wood....

Pretty good assessment for any design environment, so it depends...
it always depends on the choices you make before hand...

Re: How fast do you design a level [Re: milaz] #417383
02/12/13 01:16
02/12/13 01:16
Joined: Jan 2013
Posts: 41
Redoine Offline
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Redoine  Offline
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Joined: Jan 2013
Posts: 41
yes you are right
but to make it easy here is a link where you can download free
3d buildings , 3D models and also there is a huge levels

http://thefree3dmodels.com/

Re: How fast do you design a level [Re: Redoine] #417388
02/12/13 01:36
02/12/13 01:36
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
I think for us hobby devs (or indie if you happen to make a living of it) it is very important to create a system for your project that allows the rapid generation of levels. You normally simply cannot design and create levels the way big studios do it, instead the maps should be clicked together with prefabs/ tiles, randomly generated (I'm not a big fan of that though) or you should have/ write an editor that almost let's you paint your levels. If that is not possible I fear the project is most likely to fail or won't have enough content.


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

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Re: How fast do you design a level [Re: Superku] #417393
02/12/13 08:54
02/12/13 08:54
Joined: Apr 2008
Posts: 2,488
ratchet Offline
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ratchet  Offline
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Joined: Apr 2008
Posts: 2,488
Even Studio are very smart wink
thye use and reause lot of stuff like textures, and even buildings or parts of levels.

Some simple example : DarkSiders 2 game
Where all pillars, lot of rooms, walls , rocks have been used , and re used everywhere.
Sometimes they only made some variations on texture or on some part of a mesh to make some other model based on existing one.

Re usability and modular environement or textures ( reuse ) is not indie is even Industry.

-------------

Now there is different types of games.

1) non terrain based :
Some like God Of War, have very diversified levels , very unique,yes making some game like that will consume too much time for an indie.
Or you'll have to make little levels, and have no choice and try to re use models as you can.
Because of the big tme put on studying design , how level will be, the effects etc , and modeling unique rooms , textures and stuff for each level.

2) Terrain based levels.
The big advantage is that terrain sculpt with tools and painting , anyone can do it. So you don't have to think on complicated architectures compared to some games that don't use terrain.
After terrain it depends on your game style :
- The Witcher game using unique buildings, textures, characters on some places would cost too much time to an indie perhaps.
- MMo like : you just put buildings , monsters and NPC, and you can re use a lot without thinking on very unique houses, characters.
- FPS games :
It depends, : Far Cry was terrain a lot, even Crysis, you have just to thaaught on putting good AI, and good 3D assets, you can re use.
But it has evolved with CRysis 2 and CRysis 3, they put more and more diversified big 3D structures, so it's not only fast terrain creation.

Could your game be FPS or RPG or action, terrain based is great for indies and others, caus you can go fast on level creation and less complicated than thinking and creating polygon based big levels (Risen game style and some others)

Now you can find lot of 3D editors, some allow you to paint trees, and group of trees, , some will just paint randomly oriented trees that will be auto well placed on terrain height.
Like oblivion there are some tools allowing ot paint random grass and bushes etc ...
So tools can speed up level creation also.

3D tiles :
USed by any indie or industry.
Oblivion, Skyrim, uses corridor and room 3D tiles to create dungeons, so yes re utilisabily.
You create fast the dungeons , and the result is great.

Modular building parts :
Fro exterior building there are some industry teams using modular 3D parts of buidlings, like upper parts , low parts, they combine to make diversified buildings.
Sometimes they just change textures or material color simply.

--------------------


The most complicated is full Interior levels that don't use 3D tiles.Caus it's like BSP you'll spend too much time creating some original level having unique rooms and section parts.

So yes the advice is to use modularity.
And keep it small fisrt, one or two rooms, one little part of terrain before going further.
Make sketchs of the level you want to make, without precise idea , you'll loose too much time creating something.
Don't target complicated , first do empty rooms or terrain before begin to add 3D assets.

After that it's only : HARD WORK.

What game style do you want to make ?

Re: How fast do you design a level [Re: ratchet] #417449
02/12/13 20:57
02/12/13 20:57
Joined: Jan 2013
Posts: 24
M
milaz Offline OP
Newbie
milaz  Offline OP
Newbie
M

Joined: Jan 2013
Posts: 24
Originally Posted By: ratchet

What game style do you want to make ?


My level consist of both outdoor and indoor. It is a huge 3 star hotel.
My problem is that i can't figure out how to make things in WED. For anything which is not square or circle i have to go to 3rd party tools like Maya to create, export and then reimport in WED and then waist time adjusting stuff to fit.
Wed lakes so much features like loft,revolve and even adding an edge to a block is not to possible.

Re: How fast do you design a level [Re: milaz] #417457
02/12/13 21:59
02/12/13 21:59
Joined: Oct 2008
Posts: 513
Carlos3DGS Offline
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Carlos3DGS  Offline
User

Joined: Oct 2008
Posts: 513
wed is not a modelling tool, wed is a world editor. For modeling use med and later import into wed (but you are better off using maya/wings3d/blender/whatever rather than med if you have them).


"The more you know, the more you realize how little you know..."

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Re: How fast do you design a level [Re: Carlos3DGS] #417506
02/13/13 12:45
02/13/13 12:45
Joined: Apr 2008
Posts: 2,488
ratchet Offline
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ratchet  Offline
Expert

Joined: Apr 2008
Posts: 2,488
Yes.
Go for Blender as it's free.
Or try Google Sketchup that is great for beginners, you can export to Collada, than import Collada on MED to make MDL for WED.

There are lot of tutorials over the internet.
Another advice is to first modelise the big parts or apparent shapes first. than make more little and detailled parts later.

I recommend you to have lot of photo references also to know what to model exactly also.


Last edited by ratchet; 02/13/13 12:46.
Re: How fast do you design a level [Re: ratchet] #417507
02/13/13 12:55
02/13/13 12:55
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Joined: Mar 2011
Posts: 3,150
Budapest
is there collada import in MED?


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: How fast do you design a level [Re: sivan] #417510
02/13/13 13:07
02/13/13 13:07
Joined: Apr 2008
Posts: 2,488
ratchet Offline
Expert
ratchet  Offline
Expert

Joined: Apr 2008
Posts: 2,488
Nope.

GoogleSketch : export collada
Belnedr 2.6 : import collada, export any format (obj, FPX, 3DS)
MED : import any format (obj, FPX, 3DS)

There is optomisation under Blender as Sketchup don't do it.
"Merge Vertices"
Caus Sketchup just make holes without welding the object ot the other.

Last edited by ratchet; 02/13/13 13:09.

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