@Wraith
The level editor took a while to figure out. The coding wasnt too bad it was more about the method of the whole thing.
This is a basic breakdown:
1. I started with just single planes as walls. The walls have no geometry just flat like 80s doom. Each segment (like FPSCreator) is its own Unity prefab cloned(instantanited) 1000 times to give a 10x10x10 of segments.
2. that is recorded into one giant sting that I can store and read back using Unity PlayerPrefs. the map string might look like something like this 0-222234-222234-0-222234... etc. The 0 would be an empty segment and the 222234 would represent 4 walls with texture id2 and a floor texture id3 and ceiling texture id4. and I use the - as the sting delimiter to split it into an array. and the segment spawner cycles through the array to produce the segment.
3. from that I added an id for different objects in the sgement so the map might now be 0-222234R-222234R-0-222234. The added R would mean ramp or something.
This is just the tip of the iceberg my first maps I manually typed out in a text editor to see if it was reading the map correctly. Once I got that working I started on writing the map, creating the level editor.
its been a long process...
cheers
Blog : Indiefps.com
Twitter : @dougalicious