DB uses UDK, it’s free, go get it, make stuff
[quote=“Nail;3881”]here’s some extra info as guidelines
may or may not still be relevant
"[QUOTE=@@]Disclaimer: We’re not promising an SDK, nor are we promising that we can make any user-generated content a reality yet, but I decided to post this because there’s a lot of interest in the subject. Maybe Badman will sticky it and I’ll write a sequel later.
PHASE 1 - MAKE A PLAN!
Know Your Toybox
It’s imperative to know and utilise the toys you have at your disposal. By this I mean gameplay mechanics, not editors and engines. New mechanics can be expensive, so if you’re proposing a new one, it needs to be justifiable, and consistent with what already exists. As a rule, you’d have to work hard to negotiate additional features, so start by using what you’ve got. That said, re-purposing existing stuff can work, and can help to sell a new idea you might have for a gameplay feature, but it might be more difficult to communicate. That’s a good reason to propose a plan before making anything.
- Movement and shooting mechanics
- Character/class abilities
- Objective types
- Game mode rules
Initial Ideation
Generate a bunch of different ideas, or look through your existing set of ideas. Some short, focused brainstorming will help.
Selected one idea based on your answers to the following questions:
- How excited are you about it?
- How inspired are you to turn the idea into a game level?
Key Map Features
Try to define what you’re trying to achieve with the map:
- Are you testing out a new objective configuration?
- Are you trying to address issues you encountered in making earlier maps (eg: fewer/more side-routes, more open spaces, more variety in combat styles, etc)
- Think about the features which will support the purpose:
[INDENT][/INDENT][]How will you make this environment stand out? Visually and/or technically.
[INDENT][/INDENT][]What do you want the player or the viewer to experience?
Narrative, Objectives and Progression
What narrative do you want players to experience as they play through the map? Create a flow diagram showing detailed objective progress.
- How do the objectives fit into this narrative?
- Are there any optional side-objectives which the player can choose to interactive with?
- What effect will they have on their overall progression?
Top-Down Layout
Having answered most of the previous questions, you should be able to make a top-down plan of the whole map in a very simple diagrammatic format. It doesn’t need to go into micro-detail, but should account for:
- Expected/intended flow
- Spawn areas
- Combat zones
- Transitions
- Choke points
- Objectives
Setting
Consider what kind of location you want to use for the map:
- Geographical location, architectural style
- Time of day, environmental forces (flooding, weather conditions, etc)
Reference
Gather and include/present reference images which support the previous ideas:
- Environment and location
- Set design and props
- Lighting and style
- Inspirational reference
The end result should be a document which can be used to clearly and concisely communicate your idea to others, and also provide yourself with a plan that you can refer back to during the following phases in order to help you maintain your high-level goals for the map and prevent yourself from getting lost down the various rabbit holes you’ll create when you start blocking it out.[/QUOTE]
"[QUOTE=@@]I think I promised this aaaaages ago. So here it is.
General Unreal BSP Best Practice Stuff
Dos:
- Do use BSP
- Do keep snap to grid turned on
- Do try to keep layouts axis-aligned
- Do stick to simple box shapes
- Do try to add ‘landmark’ shapes to help players stay orientated
- Do keep your grid size as high as possible at all times
- Do use keyboard shortcuts to change grid-size, move brush verts and toggle editor modes
- Do use American keyboard layout so you can toggle Local and World gizmo with the ~ key
- Do get used to using old-school Ctrl + Mouse Click object manipulation instead of the widget
- Do place lots of characters in your level (or use SkeletalMesh’EditorMeshes.SkeletalMesh.DefaultSkeletalMesh’) for character scale reference
Don’ts:
- Don’t place loads of lights as it will dramatically increase your build times
- Don’t use lots of static meshes in the playspace – it makes it more difficult to iterate (and to be honest, if gameplay doesn’t work with BSP alone then a few meshes isn’t going to help you)
- Don’t go below a 8 unit grid, ever
- Don’t go off grid, ever
- Don’t make lots of crazy rotations
- Don’t make complex BSP shapes
- Don’t use extrusions and subdivisions
- Don’t make wonky floors just for thematic reasons or ‘realism’ – it’s a map shell, it’s not meant to be realistic
BActual Metrics[/B]
These are actual metrics which our movement system and character models appear to conform to.
Cover
- 64 units is the minimum low cover height for all character sizes to be hidden when crouching
Crouching
- 64 units is the minimum height for all characters to crouch under
- 64 units is the minimum tunnel width for a single character
Jumping
- 64 units is the max jump height from standing (no crouch jump)
- 72 units is the approx max crouch jump height (from standing)
- 86 units is the approx max crouch jump height (from sprinting)
- 256 units is the approx. max jump distance (from sprinting)
Stairs/Steps
- 16 units is the maximum step-up height
- 32 units is the recommended depth per step (IMO)
- Ramps of a 1:2 height to depth ratio should be used instead of steps in blockout maps to prevent step-up camera jittering
Gameplay Metrics
These are more subjective recommendations based on what works and what doesn’t for gameplay (IMO).
Doorways
- 112 units is the absolute minimum doorway height, but 128 or more is preferable in most cases
- 64 units is the absolute minimum doorway width, but doorways this narrow are horrible for gameplay and should never be used ever
- 80 units is the preferable minimum single door width
- 160 units is the minimum double door width
Wall Thickness
- 24 units is the absolute minimum wall thickness for a characters arms to NOT stick through and be shootable from the other site
- 32 units is the preferred wall thickness for characters weapons not to stick through and look all rentaghost from the other side
Ceiling /Floor Thickness
- 32 units is the minimum thickness for ceilings and floors, so as to avoid issues when arting-up levels later
Play Spaces
This is super-subjective, and totally depends on the kind of map you’re trying to build, but included anyway based on some of the spaces that I think play best in existing maps.
- 768 units is a good ‘average’ corridor width for combat
- 1024-1600 units is a good range for the ‘average’ medium engagement range
- 512 units square is a good minimum guide for a close-combat space
- 2400 units is a reasonable approx. max LoS range – any more than that and you’re probably going to run into performance issues later down the line
[/quote]