All right, welcome back everyone. And now the fun begins, we can start to gray box out a level. And just as a quick reminder here, I'm gonna jump back to my Google slide here and show you what my original map design looks like here. So this process can take some doing to gray box out of level even though it's simple geometry, all I'm going to be aiming to do initially here is just kind of getting these floor slabs in place, I'm not going to worry about any buildings or anything of that sort, I'm just going to try to get this floor slabs, all the four slabs in place and get the rough sizing of the level down just to kind of get an idea of how quickly our character can move from one end to the other. So keep this one in mind. This is essentially what I'm going to be aiming to build.
So without further ado, let's jump back into Unreal Engine. And the first thing I'm going to do is I'm going to select my floor piece here, which is a static mesh actor and I'm gonna nuke that By Next, I'm going to come under my geometry tab, bring in a box and my slabs are going to be, in most cases here, increments of 1000. So I'm going to set my x value here to be 1000 y value is going to be 1000. And I'm going to set the Z to be 20. These don't need to be too big of slabs. Then right away, I'm gonna jump into my top orthographic view.
And this red line right here indicates my x plane and this green line indicates my Y plane. And now remember, if you remember from my Google Slides, I had this red X line right here and this y green line right here. So I'm essentially going to be using this as our starting point right in this corner and build out in this section along the x, y, z plane. So right here, I'm gonna, I'm gonna have a slab that's 1000 by 1000, which I've just created. So that's the little corner that I'm looking to create right there. Notice that I've got my snap settings on.
And for now I can put snap settings of 100. That should be good. And you'll notice that my slab is not currently excuse me, it's not currently aligned to the grid. So let me hold down Control and do the end key. Then I'll move the pivot point to the grid. And now I can simply move this up into place.
Now I know that there's another slab up here. So I'm gonna hold down the Alt key and drag out another slab right there. And I'm gonna be doing a lot of jumping back and forth between my Google Slides. So I just put in this slab and that slab, and this I want to be a little bit of a tunnel for the player to go through so I'm gonna leave that alone for right now. Take care of these two slabs next, which is going to be 2000 by 2000 each of these, technically, I could make this 2000 by 4000. So why don't I do that.
So I'm going to hold down the Alt key, drag out a copy. And I'm going to set my Y value here, two b 2000. And my x value here to be 4000. I'm gonna slide this up into position, like so. Let me just double check. Okay, it should be covering that expanse right there.
And just so you can see kind of what we've built out here so far, I'm gonna jump into the Perspective view. And that is essentially what we have. And I know our player start is going to be right in this location. And this right here is our player start actor. So why don't we just move them over into play so we can really get an idea as to where he begins. and move them this way.
And you're gonna see that there's this bad size little tag on it right now. And the way you can fix this is raised this guy up into the air, hit the end key to slap man down to the ground and that'll fix that. You'll notice that this blue arrow is pointing off in this direction that indicates our character's orientation when he moves into the level, so I'm going to hit the spacebar here. And let's just rotate this around so that the blue arrow is facing in that direction. So our character will be facing that way when they jump in. Okay, things are coming along pretty nicely here.
Let's see. Let's build out this section next. And this is going to be 12345 squares. So that's going to be 5000 unreal units and this is going to be 1234 squares. 4000 units, so 4000 in the y 5000. In the x, going to my top orthographic view, I'm going to grab this guy hold down the Alt key, left click and drag out that copy, we'll set the y value here to be 4000 in the x value to be 5000. move this into place so that those align nicely.
And this is another 2000 by 2000 slabs, so I can grab this guy again, just grab, select off of that one. So like this one, hold down the Alt key, left click and drag and I just need to set my x value here to be 2000. Like so. Next, I'm going to build these right here indicate stairs. So I got some stairs that I want to be going down, then through a tunnel, and then some stairs coming back up so time to bring out a stair brush. Obviously, this is going to be a linear stare.
So go ahead and left click and drag this guy in. And I am gonna jump into my ortho not sorry, not my orthographic my perspective viewport holding down my right mouse button and using my W, A s and D keys to fly all the way over here so I can see which Woods is up and which way is down. Okay, I'm gonna hit my spacebar. Let's rotate this guy around, like so. Okay, and I am gonna want the x value here. Well actually, this is gonna be the step width rather, not the x value.
I'm thinking x because I see the arrow right there. My step width, I want to be 1000. Like so. Let's see how many stairs do we want to go down here? Probably double that amount, right? Yeah.
Yeah, number of steps. Let's go like maybe like 25. That's a pretty hearty staircase, something like that. Yeah, I think 25 will do good. Okay, and then let's jump back into our orthographic view and get this into position. Now.
You can see obviously, this does not match up super good with our alignment right here. So this is where we can take some some liberties and adjust our snap settings down but let me just cross reference our map here. Okay, we got the stairs all the way to the far right right there. So jumping back in I couldn't remember if I had it in the center or the middle over here. Now it will align quite nicely over there. And you know, if I add a couple more steps on there, it might bring it up nice against there, but it might not.
Well, we could adjust the step with a step by step length. Let's go step length. Let's do that nice round increments instead of 30. Let's do 25. And let's choose Let's choose 20 here. That'll make it a nice round number so it snaps to our grid rather nicely.
Yeah, so we adjusted our step length to be 20. Our step height to be is 20, or step with is 1000. The number of steps is 20. And with that in place, you can See how that fits in pretty good. Now, if you look at what I've got in my map here, I've currently got the stairs going a total of 1000 unreal units off in that direction. That might be a pretty heavy staircase going on 1000 units.
Let me just double check this again, going back into our perspective, viewport. Actually, that's way too steep. You know what, I'm not digging that at all. And you know what game development is a lot of that you try some out and you're like, Yeah, I don't really like that too much. In fact, I can tell us that step length, that's way too skinny of a step. I'm gonna double that to like 50.
And that's a lot better in my estimation. Let's move this up a little bit. And you know what? That is going to is gonna go the full 1000 unreal units, is it not? Yes, it is. All right.
So So, that is the settings I'm gonna roll with for the stairs took a little bit of doing but that's game development. So got linear stair here step length of 50 step height of 20, step width of 1000. And the number of steps is 20. So you can obviously see 50 times 20 equals 1000. So we've got that nice length right here of 1000 unreal units. Now you can see that it's aligned here in the top most orthographic view, but it is not in the left views.
So let's bring this on down. And I might have to adjust that slightly upward. And then let's try from a front view. And you can see how currently, all of our slabs are up a little bit higher than what you're seeing this red line here. So you're seeing all this so we can fix this. We've currently got our blue Z axis and all of our floor slabs are little bit above the red X axis or the red axis right here.
So what we can do is let's select all of our non stare brushes. All of our box brushes here in the world outliner by selecting this one, holding down the shift key and selecting this one. And let's just shimmy them down showy shimmy, shimmy, shimmy. Now you can see that it's not perfectly flush with our red X axis here. And the reason is because we've got a thickness of 20 here. So I'm going to temporarily take our snap settings here and move them down to 10.
And now if I bring our floors down a little bit more knots can be even with that. red X axis there. Okay. Might as well bring my stairs on down again, I've got my snap settings currently set to 10 momentarily, and I'm gonna bring those down as well. Alright, so that's looking pretty good. I'm gonna move this back up to 100 for the time being.
And jumping back into our perspective, we can see that is looking quite nice. So the next thing I am going to do again, I'm not going to worry about that that tunnel for now, I'm going to hold down the Alt key and I'm going to left click and drag out a copy of this. I am going to hit that spacebar bring in my rotational tool. move this around. And I know this is already going to be the Z height that I want it to be. So I'm going to go into my top orthographic view and just make sure that this is slid into place like so.