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Map Design and How to Fail with Provided Assets

Logan Smith 6/11/2024

Last week I was assigned to create a first level incase out plans with the dungeon generator plugin fell through. I sat created a map and showed our team lead for input. He asked me to shave off a few ends, I had made a more complicated map then the player would probably be comfortable with for a level one. As I worked on my map, I started to run into issues with the asset pack we are using. The pack comes with several rocky and stony assets that can be used to build interesting caves. When I initially planned out my level I did not realize how big or small that some of the architecture were. I also want to add that due to the big assets it made the walls smaller because if I moved the walls farther away from the center then there would be bleed through of our skybox. This made the rooms very small and I need to place enemies for some of those room which made for a cramped experience.

This lead me to create a, in my opinion, very bad first level. So how do we resolve the issue? First we plan on how big rooms are going to be and what kind of assets will be used in each room. This should also incorporate other assets that will be used inside the rooms for detailing such as lighting objects. A final tip I have is that if you are building a room with a roof, place that roof last and don't build lighting until you are fully completed with your map. Also add lighting objects in already enclosed spaces so your aren't trying to add things in the dark.


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