Learning level design from the
masters
Level designing can be fun, but yet a long and arduous task. Learning
to use the editor, learning the tricks of the trade and picking up
useful techniques all happen simultaneously when designing a level for
UT.
Studying the work of previous authors who have proven their mettle and
then some more, can be of great help in this direction
I'll be talking about design ideas firstly. Gameplay issues and
optimization will follow later. The following are comments of well-known levels in UT
Brushwork
I've taken the example of CTF-FinalFace.unr by Shinigami and Dr.Doom.
If you haven't downloaded that map yet, do so now - it's a keeper. Both
the flag bases are beautiful and the brushwork is simple and elegant.
This section of the blue base really shows Shinigami's bsp cuts in
action. The cone, the three curved 'pipes' on top with their animated
textures give a dramatic effect.
Consistency
Talking about DM-Grit.unr by Eric 'Ebolt' Boltjes. The whole map is done
with a single texture set. The gray walls with the red lights and the
coronas give a consistent and neat look to the map. Hard to fail this
way. And the map runs fast too. Using too many textures/sets will drag
even the best maps down.
Indoor areas
One difficult thing to do in a DM map is developing a indoor area that's
convincing. Look at DM-Malevolence by Rich Eastwood. The rockfaces blend
neatly with the walls giving the feeling that the room has been carved
out of the rock there. The lighting in the same map is great too. The
map is not entirely flawless but I'll talk about that later.
Lighting
Take DM-EgyptianArena.unr by the G.O.A.T. The top and the bottom
passages are lit with soft yellowish lights coming from the fires while
the central area glows with a little harsh whitish light - of sunlight.
Very convincing. All lights come from sources and even though colored
lights are used, none of them hurt the eye. Download the map and play
it.
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