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FPSC Classic Product Chat / Level Design for Dummies!

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Bugsy
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Posted: 20th Mar 2010 06:36
decided to post this on the front page to see if it gets more comments. this is my style of level design, guys, and I'd be flattered if it ever inspires anyone else.


LEVEL DESIGN TUT #1

(hopefully this helps someone)


Designing a map for a game in FPSC is a rewarding experience. not only can you learn valueble architectural skills, (mostly from all the criticism I'll probably give you) but also, you'll get a feeling of accomplishment when you know you've improved. This tutorial is made to do just that. read on and learn more!


When distilled to it's purest form, the level is nothing but the walls and boundaries that the player walks around in. It is up to the level designer to casually lead the player by the hand in the boundaries, while letting them feel immersed, and if your game permits, confident on their own in your level. Basically, navigation should feel natural. Some games (mirror's edge) take leading you by the hand to an extreme, and paint everything red to show where you go, whereas other games (half life 2) stealthily make the player WANT to go a certain way by making the level look more interesting in that direction. walking into a boring part of a level that, while not bound from the player can break immersion and flow, which is why the player needs to stay constantly aware of where the right way to go is. it should feel second nature to them, letting them focus on the gameplay. that is called flow. that's what we're going to talk about next.


flow is the levels continuity. keeping the player on the right track through the level, without even 1 second's worth of a "where do I go" feeling. if your level flows well, and is "smooth" than the player will know where to be at all times, and if they stray into a boring part of the level off the beaten path, then it is completely by choice. a well flowing, smooth level will keep the player immersed.

Immersion is a very important concept to gaming. mainly gameplay, but level design too. immersion is basically where the player "forgets" that they're playing a video game. now while it's not that simple, it is basically a simpler term for when the player gets caught up in the experience, and essentially loses track of the world around them. It's tough to explain. good examples are:

*when you're so "in to" your game, that you don't notice (or dont care) that you accidentally knocked over a glass of Kool Aid on your new rug.

*When you finally "get" portals and realise that you've learned a new spatial awareness like none other before.

*When you pull off a triple back flip stalefish uber trick in SSX tricky and you want to "high five" your character.

*when you're so close to level 70 you don't give a crap about going to grandma's XD


Now you understand me when I say "forget you're playing a video game"


Immersion is something largely created by gameplay, but can also be created by level design. can you imagine how much less immersed you would be if there was no level in:

Tony Hawk- have fun doing kickflips

Half life 2- It's like GMod! without spawning anything or building stuff ;(

Assasins Creed- half the game is climbing. if there were nothing to climb, It wouldn't have made more than 10 sales.


see what I mean?

of course.

Immersion is made by having a level be as close to the real place as possible. Feel like your on the mountain, BELIEVE that you're infiltrating a base. It's all because you're immersed. now I'm not going to tell you how to make immersion. you can't "make" much immersion in level design. that's up to the gameplay. the level design's main goal is to not "break" immersion. Keep your levels true to life, and you won't break any.


HOW NOT TO BREAK IMMERSION

Have you ever seen a stack of crates in a hotel room?

How about an oil barrel in a well off suburban neighborhood? (maybe these days XD)

if not, don't randomly place them in your map. If it doesn't belong, leave it out. "but I thought I was supposed to populate my levels!?" yes. populate them as best as you can, but that doesn't mean that you need to have leaking pipe in a hotel penthouse, or a table on the rough bank of a river. even if it is just for cover, or concealment, or even blocking the players view to the end of the world. there are always other options. Flow is one of the best ways level design can add to immersion. this is, if it's easy and FUN to navigate (mirrors edge, assasins creed, infamous)


Alright, back to reality.


if you're reading this, you should understand it's still good ole FPSC before dreaming up running across a rooftop in a massive city with a model pack 5 weapon in your hands. And FPSC can only handle so much. It'll break immersion when the player falls through the floor, or can't pass an object. when designing a level, keep in mind FPSC's awful collision system. sure it's nice to have planks laying around on the floor, or potted plants in a hallway, but if it means that the player has a bumpy jolty ride over the planks throughout the level, or falls through the floor because of the plant, than it's not worth it. the way I do it is: a room that doesn't look totally complete without a single floor entity (object that would rest on the floor in real life- table, crate, anything held down by gravity) than it's not complete. make sure to add lots of detail and "uumph" to your walls and ceilings as to not make them look so flat and "segmenty". Add wires, electrical bocex and outlets, lights, pipes, air ducts, chainlink fences and other methods of sectioning off rooms (I count fences as non-floor centric). Play most online shooters and you'll notice that corridors are largely empty. this is to ease the players flow through the level. the last thing you want is for the player to have a tedious, difficult task of walking around things.


Now, onto level gameplay/lag. you've got immersion, you've got flow, and you understand that you need to work against the "grain" of the editor to get good results. now you need to learn how to maximize the playability of your level. this'll tell you how to reduce lag.


Lagging. It's something that every one of us, even some of the best computers will get from time to time. especially in an FPS game. that dreaded frame rate dip, that framy fight scene. It's something no developer should have to deal with, but is an issue that should be adressed when the pretty and fun part of level design is over. at this point, playtest your map. have fun in your extravagantly detailed albeit not-so optimised map. First things first, remember where you are looking at for the most part, and what is ABLE to be seen. no lighting in that corner? no need for a breaker switch there. never look behind you when passing that? better take that chair and barrel away. if you designed your level well, than removing these things, or "streamlining" as I call it is going to add at least 3-4 FPS to your map. 2-3 if on a really nice boxx. now that we've streamlined, try removing polies. if you have the resources, remove the faces from models that you'll never see the back of. take pictures of objects that you'll never get to and make "billboards" (2d images of the same objects for replacement) and replacement of certain objects for meshes less... well lower poly. don't need that fence for a cool shadow effect? replace it with the flat square with a texture. that plant making you fall through the floor anyway? just make it a billboard. doing as much as you can to reduce lag in a map can result in at least 6-7 pickup in FPS rate. a rate which, even on the most laughable PC should never dip below 19.


that's all for this tut. if I decide to do another one, than I'll add more gameplay oriented stuff like:

level design and enemy encounters
reducing lag with characters in a map
setpieces level design.
lighting.




A pic of a level using my classic style. (note that lighting will be covered in the next part of the tutorial)


Chris Redfield 2008
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Posted: 20th Mar 2010 06:50 Edited at: 20th Mar 2010 06:51
That screenie... Damn, your good! I will be watching this thread like a hawk from now on. LIKE A HAWK. You definately know your stuff when it comes to level design!!! When I finally get around to showcasing my game, rest assured you will be the first person EVER, to beta test it. COUNT ON IT, BRO!

C.R. 2008

"Wether you think you can, or you think you cannot, you are usually right" - Henry Ford

THE ART OF DARKNESS IS COMING... 2012
Bugsy
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Posted: 20th Mar 2010 07:03
Thanks, man! that's flattering.

Quote: "LIKE A HAWK"


like...


TONY HAWK?





Chris Redfield 2008
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Posted: 20th Mar 2010 07:37 Edited at: 20th Mar 2010 07:38
ROFL!!!! Yeah... Like Tony Hawk... Or maybe even Mark Harmon?


C.R. 2008

"Wether you think you can, or you think you cannot, you are usually right" - Henry Ford

THE ART OF DARKNESS IS COMING... 2012
Daniel wright 2311
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Posted: 20th Mar 2010 08:29 Edited at: 20th Mar 2010 09:14
thanks for that, made alot of good thought for me, but i will reveal one thing about fpsc that most people dont even think about. One thing I have learned the last three days. animations, did you guys know that most lag in any fpsc games comes from animations. This I learned from dark basic pro, as we all know fpsc is just a program from dark basic pro and I have studdied the code. what I have learned is this.put a bunch of animated enimys in a leval and the frame rate drops, but when I turn off the said animations I get my frame rate back. so What I have had to do is I had to trigger each enimys animations when I get near. this has improved my frames per seconds by 100 percent. so keep in mind if you script all your enimys to not use there animations untill the player is near you will have a very fast game.

Chris Redfield 2008
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Posted: 20th Mar 2010 08:47
Trigger the animations eh? You should release a video showing how this is done.

C.R. 2008

"Wether you think you can, or you think you cannot, you are usually right" - Henry Ford

THE ART OF DARKNESS IS COMING... 2012
Daniel wright 2311
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Posted: 20th Mar 2010 08:53 Edited at: 20th Mar 2010 08:55
well, I had to trigger them in dark basic pro, in fpsc I script them to play only when I am so far away. not even the idel animations will play unless I am fo far away from that one enimy. even with just the idel animations playing on all the models at once will drop your frames per second like a rock.so instead of looping a idel animation i just set a idel frame number so thay are all compleatly still untill im close.

Chris Redfield 2008
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Posted: 20th Mar 2010 09:01
Yeah, but don't you think that would look kinda phony? I mean, the enemy is just standing absolutely still until you get close. You could set an idle animation as a placeholder, but as you said, the FPS would drop...

C.R. 2008

"Wether you think you can, or you think you cannot, you are usually right" - Henry Ford

THE ART OF DARKNESS IS COMING... 2012
Daniel wright 2311
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Posted: 20th Mar 2010 09:06 Edited at: 20th Mar 2010 09:07
well no, a group of enimys will chase you like in an alien game, but the ones that are in the next room dont need to be animated becouse there not chassing you yet,you will not see them intell you go into the next room, well script it to where when you are a rooms distance away that there animations will only play then.

Chris Redfield 2008
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Posted: 20th Mar 2010 09:09
Ah, I see. You just have to find a way to hide it.

C.R. 2008

"Wether you think you can, or you think you cannot, you are usually right" - Henry Ford

THE ART OF DARKNESS IS COMING... 2012
Daniel wright 2311
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Posted: 20th Mar 2010 09:12
right, excacly, you can even do this out doors to like behind buildings walls carts barrals, you name it it can be an hiding place for all the non animated guys. now back on the main subject, thanks for the insite Bugsy, Im eating this stuff up.

Chris Redfield 2008
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Posted: 20th Mar 2010 09:15
Quote: " Im eating this stuff up."


So am I! Keep it coming Bugsy!

C.R. 2008

"Wether you think you can, or you think you cannot, you are usually right" - Henry Ford

THE ART OF DARKNESS IS COMING... 2012
Butt monkey
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Posted: 20th Mar 2010 14:15
Quote: "A pic of a level using my classic style. "


Good tutorial, although I'm not quite sure about the realism aspect of it:

No ladder down from the fire exit balcony?
Metal Devil123
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Posted: 20th Mar 2010 14:42
Nice tut and screen. Keep it up!

God, grant me the serenity to accept the things I cannot change,
The courage to change the things that I can,
And the wisdom to know the difference.
Bugsy
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Posted: 20th Mar 2010 18:09
there is a ladder down the fire exit balcony.

it's off to the side, and a large blue thing was moved under it.


defiler
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Posted: 20th Mar 2010 18:36 Edited at: 20th Mar 2010 18:36
Good tutorial, favouriting now.

Limitless Box studios current project: Lost Contact
Bugsy
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Posted: 20th Mar 2010 18:42
thanks, @ daniel wright

I know that! I propose that characters have only the animations that are necessary for theyir character type! (swat[pistol] only has pistol anims, etc)


tomorrow, I'll reveal a little more about my screen, and the use of lighting within it. I'll go into some more detail about flow, and sublyinally aiming the player to go certain ways.


DestroyerHive
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Posted: 20th Mar 2010 20:43
Thanks, that was very helpful.

How about in your next one you do "how to block line of sight outdoors," you know, like when you don't want to see off the map?

Thanks, I look forward to your next tut!

http://www.uncaged.co.uk/pg.htm
"The hottest place in Hell is reserved for those who remain neutral in times of great moral conflict" - M.L.K.J.
Stop P&G from testing on animals.
Daniel wright 2311
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Posted: 20th Mar 2010 20:58
Quote: "I know that! I propose that characters have only the animations that are necessary for theyir character type! (swat[pistol] only has pistol anims, etc)"


yea but my point was even just the idel animations will drop your frame rates more then you would even consider. Imagine all the pc usage being proseced with 50 guys just standing there with one animation constinly, it slows things down and people dont even know. but cool, no problem, I enjoyed your tutt and will keep following it.

Bugsy
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Posted: 20th Mar 2010 21:15
lee'll have to do something about that.

anyways- in the next tut

blocking player vision
lighting
enemies and level design
platforming
puzzle level design
more screens

any other ideas you want to see?


DarkFrost
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Posted: 21st Mar 2010 02:25
Cool tut!

I could always merge this into mine or we could combine to make a huge one. But for now I'll let yours rise and mine sink, since I don't have time to update mine.

[img][/img]
Bugsy
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Posted: 21st Mar 2010 02:28
why DONT we merge them, or even talk about a full .pdf guide?

you have skype?


Chris Redfield 2008
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Posted: 21st Mar 2010 03:55
.PDF Guide, please!

C.R. 2008

"Wether you think you can, or you think you cannot, you are usually right" - Henry Ford

THE ART OF DARKNESS IS COMING... 2012
Bugsy
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Posted: 21st Mar 2010 07:48
I'll have to discuss this with cyclone. we'd be writing collaboratively if that's cool with him.

CYCLONE RESPOND!


Blind Digger
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Posted: 21st Mar 2010 10:41
Good on you Bugsy this is a good info guide.
Will be following this thread.
Thanks.

Best Stephen
Ocho Geek
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Posted: 21st Mar 2010 12:20
I can format a PDF for you if you want

I love Cheese; It Fills Me With Glees,
My Tastebuds it please; oh yes, i love cheese.
Bugsy
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Posted: 21st Mar 2010 17:07
thanks, ocho geek. I don't want to do anything like that until I have more content to add to the PDF. when I release the next part, or if cyclone wants to add, then I may just take you up on that offer.


DarkFrost
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Posted: 21st Mar 2010 17:30
Hey, sorry I don't have access to a comp nowadays.

I don't use skype but add me on IM. We can talk more when I get the chance.

[img][/img]
Bugsy
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Posted: 21st Mar 2010 19:33
IM?

what's IM?

can I just email you?


DarkFrost
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Posted: 21st Mar 2010 22:50
IM = Instant messenger lol. (like msn)

Sure go for it.

[img][/img]
Bugsy
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Posted: 22nd Mar 2010 00:35
emailed


DestroyerHive
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Posted: 24th Mar 2010 00:35
I'm lovin' the ideas for the new tut! You should make a PDF for the entire tutorial, it would be more effecient than forum posts. Thanks!

http://www.uncaged.co.uk/pg.htm
"The hottest place in Hell is reserved for those who remain neutral in times of great moral conflict" - M.L.K.J.
Stop P&G from testing on animals.
Bugsy
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Posted: 24th Mar 2010 04:55
yup. I'm talking to cyclone about it. thanks for the post.


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