Level Layout #2

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Transcript

All right, let's take another quick look at our map designed here. Okay, so we're right about here gonna add one more 1000 by 1000 slab over here let's grab one of those from way back at the beginning selecting this guy holding the Alt key dragging out a copy move that guy in a position and you know what I should double check that yes in fact, okay, it is homeless want to make sure brand farted there I thought that maybe that was still not the right z height that I wanted it to be but obviously it is because I adjusted all the other floor brushes. Okay, then we've got a 123 3000 by 3000 An area right here. Top orthographic views gonna be best for this. Alt, left click left key, drag out a copy. I'll set the x to be 3000 the y to be 3000 that is positioned like so.

We've got some water area right here that I'm intending to put in. Um, yeah, yeah, this is gonna be some water in here so you know what I'm going to kind of skip the water area right now. This is going to be a 2000 by 3000 area. hold down the Alt key left click and drag. Set the x to be 2000 Something like that. I think I had about 2000 unreal units for that stream ish area right there.

Yep. And then I've got another two here and then two more slabs. And actually, you know what I think just for consistency sake to make it easier to build to the grid, I'm actually going to bump all this stuff down to be flush with this line right here. So let me bring in one of these guys, hold down the old key left click and drag. That is going to be positioned right about where? Yeah, right at the bottom there, about 2000 unreal units away right there.

And then Alt and drag on another copy. I could have just extended this one up a little bit bigger, but this is going to be our goal area. So maybe we Maybe we'll make that look a little bit different. Okay, so all that's in place, the only thing that I am missing now is placing in some cylinders for our pipe areas that I wanted to kind of have our character navigate under. Now obviously, if we are looking for a pipe shape, this cylinder brush is going to be the one to use. So I'm just gonna go ahead and left click and drag this in, and it's gonna be up and down instead of laying outside like I want it to so I gotta find it and rotate it.

So let me jump into my perspective view. And if I tap the F key, that will frame up on that immediately and then I'm going to do the spacebar to rotate this on its side. And I know that this is going to need to be 1000 unreal units long, so I'm going to take this Z value here and change that to be 1000. Now you may be saying hey, Z value, I see the blue arrow Right here, but aren't you going to make it bigger in that direction? Well, because I turn this on its side, the local z direction for this is going to be along this axis. Currently I am in world space.

If I click this little button right here, I will change that to be local space. So now you can see that the local z for this particular brush is in this axis. So I'm going to change that z to be 1000. Like so. And I want to ensure that our character can actually crawl through this pipe and I couldn't make this more sides. But eight is all I need for when I'm just gray boxing.

Don't need anything fancy. So let me just hop on into my orthographic views here. I want this pipe to be kind of in the middle, like so. That's good from a top view. So let's check out the side view. That's gonna do nicely the left view right there.

And then obviously from the front view, I know this is already gonna be fine. That looks pretty good. Okay, so I could take that pipe right there and duplicate it, Alt key, left click and drag, and I'm going to bring this way up over here where I've got my staircases and that's going to be a nice fit, although I know I'm going to want to drop it down lower. So I am going to come into my let's do a left view here and large that and let's drop this down like so. Okay. And we got one more pipe area.

And for this I'm gonna left click and drag from my original and doesn't really matter Actually, let's left click Drag from now we'll do from the original because that should be on the same plane. hold down the Alt key, left click and drag. And if I hold down the shift key while I'm moving this my camera's gonna fly along with that's pretty handy. Let's rotate this guy. There we go. Move them into position and you can see my local z is going to need to be twice as long so let's change that to 2000.

And this pipe I'm gonna have kind of a skew like that. Let's make sure that that is good in other viewports as well. In fact, I want to fly up over there. See what that looks like. Okay, so obviously, we can't go through this pipe because you It is solid. So if I was to try to jump in right now, there's no way that my character is going to be able to penetrate through that.

So let's do a subtractive brush to poke a hole right through that. What I can do here is simply and I should have done this from the get go, I simply just forgot about doing it. I'm going to drag out a copy of this brush. And what I'm going to do is I'm going to make the outer radius be something like 180 and then let's make this a subtractive brush and move it into position and Wallah. That works out pretty well. You know I could technically move that down so that this pipe is super flush with it but I'm not going to obsess over that just now.

I am going to do this though for my other pipes so that I can actually fit through them. Select alt left click and drag. going to change my outer radius to be 180. Make this subtractive. move this back in and that'll cut out that circle there. And last but not least, Alt and drag out a copy, change the outer radius to 180.

Make the brush types attractive. And there we go, I think actually have that a little bit lower. Let me raise that up just a scooch. How did I get that one down just a little bit lower. Did I not flush that? What did I do there?

I did get that slightly off. All right, no matter I will fix that in between videos here. So we've got a rough level layout our rough gray box in place if I jump in and play right now You can get a rough sense as to the scale of this level. Obviously, we don't have any sidewalls here, but that's fine. This is where your player metrics really start to show I can see my player speed and see how fast he's moving throughout this level. I'm going to come in, navigate down this pipe down here and up these steps and I'm going to have some wall that he Oh, there we go, that brushes a little bit off, I'm gonna have to fix that one in between videos.

And eventually I'm going to have some floating platforms here for our player to try to use to cross that river. Like so anyways, that is going to do it for this video. We have gotten a rough size of our gray box level all in place. From here we're going to add some walls, maybe some buildings, stuff of that nature and we got ourselves a level All right, I'll do it all for this one. We will see you in the next one.

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