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Question by armeg · Jul 27, 2013 at 01:47 AM · blenderleveluv mappinglevelslevel design

How would you go about designing and implementing an indoor level?

The reason I ask is I want to create a relatively large indoor level. At first I thought I came up with a genius solution: to create the corridor pieces, rooms, etc. all in blender and then put them all together the way I want like a giant lego set. The problem is that this idea has a few flaws. The biggest problem is that once you start working with non-standard sized pieces such as a "tri" corridor connector (http://i.imgur.com/tyDybSN.png) it becomes extremely difficult to avoid pieces clipping into each other later in the level. The second idea I had was to just create a giant level in blender and then put that into the game. I dismissed that idea pretty quickly because the UV map for that would be a disaster along with the rendering of such a large mesh during gameplay. The third idea I had was to create the same giant level, but cut it up into more manageable chunks. This seems like a decent idea but I'm not that good at using Blender. Wouldn't these chunks still be pretty difficult to create decent UV maps for? Anyways, if anyone here could guide me in the right direction I would greatly appreciate it.

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Answer by Julian-Glenn · Jul 27, 2013 at 03:12 AM

I don't use Blender but the basic way I go about modelling level architecture is this:

  1. Set up a 16 x 16 or 32 x 32 grid.

  2. Turn on a precise snap to grid

  3. Create the basic architecture (walls, floors, halls, etc using planes and polygon box modelling

  4. Keep it separated up in a logical way with an idea of the texture maps in mind

As long as all your architecture pieces are snapped to the grid all should be fine.

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Answer by JuanseCoello · Jul 27, 2013 at 03:04 AM

What I would do, is to create the pieces in blender, one by one, depending on what you want to do and the details you want to put on them.

Then, when you want to change a level, for example: The player has gone through a laberynth and reaches the end. To make a door close behind him and then pass to the next part of the labyrinth.

I say that because that is how Tomb Raider works. I have worked with tomb raider game engine. And closing the level with a deadtrap or with a pitch, improves the level construction.

And you dont have to connect exaclty the pieces of the levels. You could put a loading screen between each level. That is why loading is created, so the next scene of unity is loaded. Good Luck! :)

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avatar image armeg · Jul 27, 2013 at 03:07 AM 0
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I'm not really sure what you just described, isn't that exactly what I said I tried first and it didn't work? Am I missing something? If you could clarify that would be awesome.

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