Maximum Action

Maximum Action

Toryn Level's Pack
Toryn  [developer] 29 Oct, 2020 @ 1:55pm
My process of creation.
Hi, Welcome on this tutorial if we can call it that… I will explain my process of creation before begin to touch to the editor step by step. Hope that can help some of you to take a grasp at the Level editor.

We will go to how to find the theme of the map you want to create until finally have the final blueprint of the level you want to make.


The Theme:

So what theme to choose for your level, well everything really.

You can go with your proper ideas or base them on Historic events, video games, movies etc.

Also make a downgrade replica* of video games level or movies scenes you love.

But if you want to stay a bit in the theme of Maximum action, i will say stick to this:

— John Woo Movies

— End of 70s or 80s Pop culture

— Movies studios or sets.

— Buildings / Streets / Structures of 60s to 80s era (Danchi, Mall, Offices etc.)

— Historical Events of 60s to 90s era (Operation Thunderbolt for example)

— Cyberpunk Settings (Blade Runner / Ghost in the Shell)

— Post apocalyptic settings (Mad max / Gunnm)

— Recent Military ich settings (Black hawk down / Jormugand)

— Retro FPS (Duke Nukem / Ion Maiden)

— Theme fitting to weapon on the Workshop.**

So now we have the theme lets trying to visualize it.

*Editor Alpha v0.4
**Ask the permission to weapon modders for their weapon to be attached or cited on the description of your level.


Pictures and textures :

So we have the theme but how do we take inspiration or visualize the look of your level?

Well with references pictures (or other things), they will help you to build a certain part of your level.

They will also help to know what textures of the games to use on a certain part of you're level but I will go more in detail on another tutorial.

An example, generally I use pictures to know what kind of vehicles or building design (indoors and the exterior) will be appropriate to see in my level according to the chosen theme.

In the case of LF-92, I make some research on Fallout new Vegas Lore, Landscape and Nuclear silo in the early 60s, blueprint and pictures (also Terminology) like base to the one I want to create it.

Now we know what will be in our level, time to draw!


The Blueprint:

Before begin to draw your blueprinting choose what tool you want to use. It can be Paint or other drawing software even 3D modeling one but for me, I still stick to the old pen and paper.

Now you have chosen what to use we can begin to talk to how your blueprint look like.

Generally with The editor still in Alpha I think the blueprint has to be simple with 1-3 layers max, easy geometric shape and close environment who don't restrain the movement of the player too much.

You have also to adapt the size of you're level to your config because the more it's big more the CPU will be stress out. So stay to little / medium (one part of the first levels of Hotline Miami for example) most the time if you have a little config and for top-notch config you can make bigger map but not too big and stay simple, don't do Minas Thirit or some open world things it will be frustrating to make and not fit to the gameplay at all.

For an Endless :
In most of the case your blueprint as to has to be a closed shape (square, rectangular...) like an arena or a succession of zones and rooms looping on itself.

This will allow the player to move freely on the map and to be not stuck in this action too much.

But There also other type of endless you can make like “defense endless” consisting of stay in a building with 2 or 3 way in with an exterior zone dedicated to spawn of enemies.

Or some including platforming, secret passage etc.

For a Scene :
A scene is very different because you have to go to a point A to B with not the same range of movement like the player have in endless.

So The most simple Scene will be linear but not too much you can add 2 to 6 “zones of action” and make the level go turning a bit on itself. All the level already present in games are great example to it.

If you want to go a bit further in the scene you can create a delimited zone not really open but with multiple path choice that will not restrict your player to one path and add more ways to finish the scene. (ex:The Rooftops or Tunnels in Homecoming)

Also, you can make some cross path between each other zone if you want.


Enemies Spawn :

We have the inspiration and The blueprint of the level now time to place the enemies.

For an Endless :
In an endless you have 4 Spawner maximum at you're disposal, that limit a bit your possibility of action but not too much.

Place generally you're first one not too far but not too close either (they will not spawn) of your spawn point to have the ability to go quickly in the first wave.

The others place them in spawning rooms or corridor and not directly in the path or point of view of the player but more on the side to not have a pop of no-where sensation.

Also place them at same distance (no too long) to each other or attribute 1 spawn or 2 by layers is the best way to still have action in the map.

Finally, if you want to add sense or a bit of realism to this spawning rooms by adding props to make it a break room, security or armory.

Little note when the enemies spawn they have the Demolition man skin and variety of weapon in hand that can be a bit off-putting with the theme you choose but it's not really problematic for an endless at this time.

For a Scene :
You have much liberty that an endless because you can spawn a variety of enemies with different skin and weapon and place them with no real problem.

These enemies need a skin fitting and also weapon close to or appropriate to the theme and the situation.

For example: In an office you add enemies with trench coat, SMG and hand gun.

The little default his you have to spawn some enemies several times before they are the good gun in hand sometimes, so it's a bit annoying.

Most of the time try to place them in corridors or zone of action in a way that seems logical or with action scene in mind.(ex: to enemies talking to each other or near a window to kick him out of it etc.)


The Final Result:

We have the theme, the blueprint and spawn placement that's it we have a clear image of our own custom level plan out now!

Time to use the editor now, I will recommend following the tutorial of Mr. Fahrenheit for the basis and Mettle Meek if you want to get you're hand's dirty in the code.

Their simple tutorial to follow through, and they help a lot.


Tips:

I A little test : I will say after finishing one area of the level test it(with no enemies), to see how is render with the point of view of the player. It can help to adjust some part of it and you can see error of placement you don't have seen with the editor.


II Like Minecraft / LEGO bricks : When you're in the editor you have to chose between a group of “pieces” some lager than other and I see in some modded map are a horrible mess of clipping pieces to each other that not how you use them (but there are exception).

They are made to work side by side or on top of each other like placing block in Minecraft or Lego pieces, and they have also an attachment (the blue thingy) who I suggest having them at the interior of your map when it's possible by rotating the pieces it's easier for the texturing after.

I will maybe make a full description of the pieces and how to use them later.


III No Spawn Doors: When you make a Spawn room don't place a door piece because it can block the enemies in the room and have a horrible spawn result but funny when a guy spawns with an RPG.


IV Modification, Modification: Just a reminder after you're first planning you're level you still have to make modification in the editor time to time because you will find an idea you didn't think of by making it.


V Spawn at Last: I recommend to place E-Spawn in Scene mostly after the building and the texturing of the levels because they can spawn under the level or above sometimes after modification and saving.


VI The appropriate suit : Take the E-skin you think the most appropriate to your Scene when you can.


VII The editor grid make a scene: if you make a one layer Scene stick to the editor grid that avoid after a modification and saving that the enemies spawn under you're level or above also if you have a second or third floor by connecting them to the grid that avoid that problem too.


IX Zone of Action : What I call a zone of action is a large room or zone who will be constituted of 3-6 enemies in it with cover and obstacle etc.

Note:

If you read it to the end, first thank you to take some times to read it and hope it can help you to design you're own level. This Tips will maybe change when the editor will be updated.

If you have any question feel free to ask also I want to point out I'm not a level designer so some information or advice I will give can be incorrect in some capacity.

But I have some experience with buildings plan and blueprints in one of my oldest works formation and it helps a lot to design a custom level so if you stuck on the design aspect don't hesitate to ask.
Last edited by Toryn; 16 Dec, 2020 @ 7:02am