SketchUp for Designing Your Own Maps


(ImageOmega) #1

So, MrEd mentioned SketchUp as a way to quickly model some maps to give the developers a good visual of what kind of maps you would like to see in Dirty Bomb, If it’s worthy enough they’d possibly do a block out of it to let you test it out in game! How cool is that?

Anyways, I had no idea what SketchUp was until I watched a video some weeks later and “oh, wow!”, this program is perfect for getting your ideas off the pen and paper and into 3D.

I know this is slightly off topic, but I thought there has to be other people out there (I know there are some mappers in our mists) who’d like to give designing a map a try, but don’t know where to start.

Here’s an intro video to show you how easy it can be to quickly produce some 3D models with sketchup:

//youtu.be/gsfH_cyXa1o

Here is a timescale demo of someone mapping out a floorplan:

//youtu.be/rJcMe1OFBRQ

Finally, here’s a link to download sketchup (basic version is what you want for free):

http://www.sketchup.com/intl/en/download/index.html

There are plenty of more tutorials on YouTube, but I hope this gets others excited as well. As a word of advice, I would highly recommend drawing out your idea on paper first then translating that to SketchUp.


(Volcano) #2


yay time to make maps ^.^


(Mustang) #3

Forget maps, I’m going to build me a house!

…and then a map as well :cool:


(Bananas) #4

[QUOTE=Mustang;433270]Forget maps, I’m going to build me a house!

…and then a map as well :cool:[/QUOTE]Put your awesome house in your awesome map. GG!


(scre4m.) #5

Thats really an awesome tool to create map designs.
2d maps shown from above seem clear to the guy that made the concept or played the map ( if it is a remake), but most of the time, you have big problems understanding the whole map and imagining where problems could occure.

After finishing the Crytek map guide, I might come down with a concept. Looking forward to using this tool.


(Jonny_Hex) #6

SketchUp is an amazing tool for level design, but you could also make map shells in UDK. It would theoretically be quite simple for us to take a layout and look at it (internally) in game.

If people are interested in this idea, I could post some basic metrics (character scale, jump heights and distances, stair and door dimensions, etc) to help you build to the correct scale.

In the meantime, if you’re interested in mapping, get yourself the latest UDK and learn the basics if you don’t already know the tools.


(Nail) #7

[QUOTE=Jonny_Hex;434988]SketchUp is an amazing tool for level design, but you could also make map shells in UDK. It would theoretically be quite simple for us to take a layout and look at it (internally) in game.

If people are interested in this idea, I could post some basic metrics (character scale, jump heights and distances, stair and door dimensions, etc) to help you build to the correct scale.

In the meantime, if you’re interested in mapping, get yourself the latest UDK and learn the basics if you don’t already know the tools.[/QUOTE]

YES PLEASE !!!

and thank you


(warbie) #8

[QUOTE=Nail;434995]YES PLEASE !!!

and thank you[/QUOTE]

I second that :slight_smile:


(rookie1) #9

[QUOTE=Jonny_Hex;434988]SketchUp is an amazing tool for level design, but you could also make map shells in UDK. It would theoretically be quite simple for us to take a layout and look at it (internally) in game.

If people are interested in this idea, I could post some basic metrics (character scale, jump heights and distances, stair and door dimensions, etc) to help you build to the correct scale.

In the meantime, if you’re interested in mapping, get yourself the latest UDK and learn the basics if you don’t already know the tools.[/QUOTE]
Probably too complicate for me but i will take a look …will be nice to see what other more pro mapers can do


(tokamak) #10

Oh the memories:

Sketchup is so addictive. If anyone needs help I can explain a few things over video skype from next week on. It also helps if you’re able to make rough sketches from existing maps so you can explain your own additions to it.


(Nail) #11

might as well just use UDK, going to have to learn it anyway


(tokamak) #12

UDK even in its last iteration is far less intuitive than sketchup.

Still I’m still beating mysefl up for having lost all my maps and screenshots from when I started. Beginner’s maps are the most fun to explore because it’s completely unconstrainted by anything. Gigantic halls, diagonal spiral stairs, floating lava and you name it, anything goes.

Things went even more bonkers when we discovered how to import stock content from Unreal, so we had the Hyperblast spaceship crash into facing worlds. And true chaos happened when we found out we could import content from the first Harry Potter game into UT, so we had deathmatches in Hogwarts.

My obsession back then was to replicate Halo maps in UT99, failed miserably at it because I didn’t have Halo, only the screenshots.

It’s good that UDK is far more flexible with importing sketchup than Radiant ever was though. UDK always made more sense. Substracting cubes is more intuitive than building a waterproof aquarium with thick walls.

Argh so much nostalgia.


(Shiv) #13

bump for scales :smiley: