
My
Leap Into Level Design (part 2)
Let me just walk you through this brief level I made to give a
sense how I make decisions - to "show you my thinking", as they
say. I didn't design the general layout of the map I'm about to
show you - the part you would sketch on graph paper before
opening the tool to
build - but that's okay. Laying out maps for gameplay purposes
is something I've done for years - decades, actually - in a
paper-based format. What was novel and fun for me now was to learn how
the nuts and bolts of actually building stuff using this particular toolset: to learn
how to snap together the walls, doors, windows and so on (or, in the case of UnrealEd, to
"mine them out"), do the decoration and lighting for visual
impact, model static meshes with Maya, and so on.
Getting into UnrealEd and Maya was like opening a floodgate.
Starting from zero hands-on knowledge, I did all of this in the
space of maybe 10 days total work time. (And I ruthlessly
snapped and tesselated all the brushes and whatnot together [of
which I learned so much in my earlier Counter-Strike mapping
experiments]. So there isn't a single "leak" or HOM effect in
this thing - though it's a small map so far....)
You
are going to enter a control room. Before you get there,
however, you see it through the opening to your left.
I built all the decoration and lighting here. I
wanted to make this room into something that feels
"realistic" - like it's manned by enemy soldiers (as
opposed to supernatural beings or monsters, which is
stuff you get a lot in shooters like Unreal). You can
see the pipes n the top running across the hallway into
the cooling units inside the control room. A nice corona
on the distant lamp gives it almost a TV studio effect
(okay, maybe the coronas are a little large at this
point).
Lots of metal latticework there increases the visual
message this is some kind of control centre. |
First,
you encounter this hallway. Compared to the control room
(coming up) I had problems with this hallway: it seemed
kind of bland, and I had trouble rationalizing what
should be in it. The grid on the right is actually a
starship catwalk static mesh turned on its side. I used
it because it had this cool pipe running beneath it: so
here the catwalk surface becomes a protective mesh that
allows technicians to look in and check the pipes while
keeping the non-techs from messing up the works.
Lighting, I found, behaves weirdly in the level
editor. I know how to light real scenes from my film
work - including how to "carve", shape and filter the
light, using bounces, screens, flags and whatnot.
Lighting here is positively crude in comparison. A
lot of that is due to technical limitations in the
engine, but it is also inevitable since you can't
entirely control where the player
looks. |
You
walk up and turn the corner to the left. The static
meshes included in the tutorial I found limited in variety. I wound up digging all through Unreal's many folders of meshes to find ones I felt
could exist here in harmony with the rational of this
hallway. The control room (which you glimpsed above),
demands you walk around it and approach from the rear.
Rationally then, this hallway would probably be empty - just a
traffic route to get to and from the control room. So
what to put in it to keep it from being a bland cubic
rectangle? I decided it held the kind of controls that
are mainly left alone: that some obscure techs only
check up now and then to make sure all systems are
functioning.
You can see a nice alcove up to the right, for somebody with a
submachine gun to hide in... |
 Okay,
coming up to the control room. The wall panel
suggests you are approaching a high-security area (like
you need a handprint to get in). The door opens
automatically (maybe I'll make it so you have to "use"
the panel in the future to open it).
|
Now,
the money shot: the control room.
Through this tutorial and taking on these new-to-me 3D
tools, I have learned a fundamental difference between
orienting yourself for
3D design and 2D design. With standard 2D design - be it
film mis-en-scene, web design, graphic design, maps,
diagrams, paintings, photography and so on - the
orientation is always from the edges moving inward; the frame makes
the image. But in 3D design - certainly in games - the
orientation is exactly the opposite: it's from the
centre moving outward. There is so much writing on tools
and process out there but precious little on this kind
of soft, human interface issue. I would recommend any
instructor approaching "newbs" in 3D design of any type
to begin by teaching this basic fact - it could rapidly
orient you and get you up to speed. (A similar
common sense tip I heard from one level designer was to
place a human actor in your map to give you sense of
scale. To me it's strange why tech-oriented
tool-developers don't do "human-factors-friendly" things like that.
If you download Sketchup, as soon as you open up the
workspace, they give you a human figure just as a point
of reference. Ergonomics should not be discounted.)
So anyway, when I first built this room, I realized why
the tutorial's author had laid it out this way - it had
a good centre-oriented balance to it. So, in accordance
with that,
I followed suit. All the elements I placed in the room -
the lighting, the furniture (decoration) and so on -
reinforce this essential balance. Turning the corner
clearly suggests that you have come to the nexus of
power in this adventure. You are at the inner sanctum of
control: all of the villainous overlord's decisions radiate from
this point.
With this in mind, I also decided to custom-build a static
mesh for this space. You can see it up
ahead... |
 Walking
in brings you onto a catwalk. These shots look left and
right. The sense is there is a pit where staff officers
and aides would control various menial functions. I added the
bathing blue light to appear to come from the many
monitors surrounding this section. |
The
nexus of power.
The control room, with windows looking out into a
huge, cavernous hangar behind it.
I decorated and lit this area to get across the right
visual impact and message, but it was problematic.
First, I knew this place was obviously, absolutely
core to the "story" of this room. I wanted you to walk
in and this part just hits you immediately: you just
know it's important to the action. However, the
windows, the floor and the ceiling are all one big chunk
of geometry - a single static mesh. The problem with
static meshes is they can throw shadows when you light
them, but shadows
cannot fall onto them. (Maybe this is fixed in
Unreal 2007.) I had to figure out a cheat to
work for that, since I absolutely wanted to bath this
area in a stark combination of light and shadow. (More
on this later.)
The central table is a static mesh I built from
scratch for this room (more on it later).
The units that radiate from the table I think
perfectly suit this area. I like the fact that they have
visible handles. In fact, I had an internal debate about
them. They have these little lights that would be
visible when rotated the other way - so if I turned them all
180 degrees, you would get this cool ring of lights
effect: also a strong visual impression. However, I
sacrificed that, turning them so the handles face inward instead. I
did so because I like the handles - they immediately suggest to you the
presence of activity here, that these units are important; like they are massive,
hot-swappable computer modules or
something, housing critical data (like all the top
secret, operational data needed by the evil commander
to run his planet-spanning
military force). It gives this feeling you are in a
command post, and if the complex comes under attack,
they might drop everything and abandon the base, but
they'll instantly grab these units because they are just
too important to let fall into enemy hands. I could have
put in some huge mesh that looks like an alien dimension
door or a weird magic altar (these things appear a lot
in games like these and there are lots of those meshes
in Unreal 2004), but I find that kind of thing cheesy -
not subtle enough. To me, the layout above is much more
persuasive to a sophisticated player, much easier for
them to buy. |
 This
is how I made the lighting more interesting within the
command alcove. I built two sheets of BSP geometry,
each 1 unreal unit thick (about an inch in real-world
terms), and custom-shaped them to lie on the floor and
just under the ceiling. They are visible here: the crosshairs are on them in each shot. Static meshes
are nice because you can build intricate shapes using
the excellent modelling tools of Maya or 3D Studio, then
stick them into a map just about anywhere; but BSP
shapes, while geometrically more crude (and prone to "BSP
cuts" and leaks [if you don't use them right]), use per-pixel lighting, so fairly
detailed shadows can be generated on them, making for
more interesting lighting. That's why I did this.
(Though, admittedly, you can "bake" shadows into meshes
inside Maya.) Furthermore, I could now use more interesting
textures on these otherwise bland surfaces (well, on the
floor at least) - I chose to
cover the bottom in the same panels covering most of the
floors of this area. Anyway, putting
in these two sheets was a small thing that dramatically
improved the visual impact of this section for minimal
effort. |
The
Command Table.
I hand-built this "Command Table"
static mesh specifically for this room, using Maya. I
had an idea to turn this scene into a realistic-feeling command
post. Hopefully you can see the purpose of this object
just by looking at it. The sides, and the various control
consoles, suggest its role as a point of focus for a
group of military commanders to discuss strategy and
tactics. You can see the generals leaning over it
plotting their domination of some planet or whatever.
(Unreal players will recognize the texture of the Earth
from the Opposing Towers CTF map. However, you could use
any image.)
Texturing this object I found the
hardest part of making it. Modelling it was
pretty straightforward. The central, main screen is made of two
separate rectangular objects inside the elliptoid
claimshelled housing - one textured with a
transparent white line image that phases across it
constantly, giving a computer screen effect; the second,
sandwiched underneath it, textured with the Earth-image.
The blue computer screens on the corner console show up
just about everywhere in Unreal as monitor mesh textures, and this
one is no exception.
The most difficult part to texture was the racetrack-shaped,
metallic exterior. I mean, it was easy because I used automatic mapping for
it (and some other parts), but that gave unsatisfactory
results when I applied the textures: they often blew up to super granular levels. I made
a few textures of my own, with a variety of colours and
patterns, but they just didn't feel right when I applied
them. Finally I found a nicely detailed, metallic
texture that felt right, giving it a military look as
you can see. Since texturing is really an entire artform unto itself, I
think I'll just stick to focusing on geometry design - which is closer to my goal of using the Unreal
editor to define gameplay - especially given how much
specialization goes into any professional map these days.
Meanwhile, all the small screens and consoles were
planar mapped to give them the right size, proportion
and facing.
All in all, it took me about a day and a half to
build this mesh, if you added up all the hours. I think
it's pretty good for my first static mesh, 8 days into
learning Unreal. Having learned all the intricacies (and
made all the common mistakes), my next one will be a lot
faster. |
Another
view of the Command Table. Here you can see the
other console textures on the Command Table (both borrowed from
Unreal 2004). Yes, they are both red and. There were some
nice green, blue and white animated textures, but I think the red
consoles create a
slightly higher sense of urgency if, say, you were in
the middle of a single-player adventure and some urgent plotpoint were unfolding as you came upon this scene.
Furthermore, all the screens on this mesh, including
the main one, use animated textures. I was thinking of
making a custom texture for the main map (an aerial shot
of my hometown), but since I'm making this mesh
available for download here I thought I'd use a standard
UT2004 one so you
don't have to download a texture as well as the mesh to
use it
right away. |
Underside
of the Command Table.
To prevent the Command Table from looking just like
an ordinary table (the kind you sit at to meet or eat),
I positioned the legs in an unorthodox manner: instead
of pointing toward the corners - which would leave
legroom for sitting people - they point to the sides and
ends. I think this (subtly) persuades the viewer into believing
you are supposed to stand at this table (since the legs
would interfere if you sat at it with a chair); or that it is some
field-deployable device that folds up for rapid
mobility. Also, I put in some geometry in the underside
that looks like it houses internal circuitry - let's say
an integral computer, a communications uplink and a power source.
Again, this helps make you believe it's a self-contained
machine rather than an ordinary table.
All-in-all this entire mesh is just under 4000
polygons in size. Maybe a touch high for UT2004, but for
a nextgen 2007 game that's probably quite reasonable.
If you want to use this static mesh for one of your levels
(non-commercially, of course), you can download it from
the link below. If you change the Earth texture,
you can put in an image more pertinent to your level -
such as a topdown screenshot of your level, a
topographic map, or a satellite photo. Just retexture the
Material 4 (presently textured with "Desp_SMS-Tex.Base.EarthofRog")
with the desired custom texture, remembering to include that
texture in your map download.
(Download the Command Table
here...) |
Reverse
angle.
This next part extended from the tutorial's
completion challenge, which was to build a power unit
underneath the catwalk, near the doorway. I decided to
go one step further and
build a whole room down there.
So overall you would run into this control area, go to the
Command
Table, "use" it somehow, but find out that is not enough!
The
reactor is still going to melt down! The enemy is still
going to nuke the Earth with an ion cannon! The evil
general is still going to wipe out all your comrades who
are attacking this base as we speak! Et cetera. You're here, you hit
the right switch, but but... it's not enough! Systems are
still up! So what's the first thing you do?...
You turn around, and see this view.
Why, look! Down below the catwalk. There's a
secret room down there! |
Down
to the bottom level...
...through the pit where there will be lots o' dead
bodies from the evil general's commando guards you've
blown away when you first fought your way into this
room... |
The
reactor room.
Yes, here it is! For sure this place looks like
the ultimate room you need to get to to finish the
evil general's plans off... |
The
super money shot.
(Maybe you shouldn't go in there? It looks spooky...)
Okay, this shot I wanted to yield ultra visual
impact. I mean, you look at this and it's like, "I don't
know what that is, but it must be important!" It
just sucks you in.
This is the kind of instance where being a film guy
comes in handy, because that field gives you a deep
sense of subtle lighting. There are a lot of lights in
here. Aside from the ones under the catwalk at the
bottom, there are about six blue lights to give the
effect of one massively powerful blue light that
gradually fades from the generator thingy at the far end to where you're standing
at the near end. One sharp blue light alone just
created this intense blast of blue at the far end, but
between there and your position was pitch black, no
visible detail about the room. Making sharp, contrasty
lighting actually takes a subtle hand - just like in
real cinematography (where you
layer it with f-stops).
Now all you have to do is go up there, and "use" that
energy generator thingy - or maybe you blow it up - and
you'll start the self-destruct countdown that will
demolish the entire base and bring you to the next
mission. Something like that...
|
Here is a second version of this hallway with a
network of pipes running along the rather barren walls.
I can't really decide which I like better: this or the
simple, stripped
down one (above). The simple one has a nice, spare look to it when you
first see it from the top of the steps, with the white
light shining up from under the floor - but once you
walk down into it the spare walls look kind of bland.
This newer version with the pipes is either more
convincing or more cluttered - though when
you walk down into it, you don't have the barren walls
(as you can see). Right now I have the "busy"
version in the level, but maybe it's overkill. (This is something
I'd discuss with someone else were this a real game
project.) |
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