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Constructor Level Building Experiment
Constructor Level Building Experiment
| Name: | Mark | ![]() |
|---|---|---|
| Date Posted: | Nov 26, 2007 | |
| Rating: | Not Rated | |
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| Comments: | YES | |
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I had an idea a few days ago that I think Indie developers would find interest in. Making a level in Torque can be a long process, it takes a few hours in constructor to make just one building that you can enter and explore.
My idea was to treat constructor more as a level builder rather than a building maker.

This is a simple Lab hallway that was made using 2 "hallway" prefabs, one small corridor and one big corridor. If anybody is not familiar with the TimeSplitters level editor, it works a lot like this:
You are given a bunch of segments you can place onto the editor grid. These segments resemble hallways, ramps, stairs and rooms that can all be connected to form a fairly large detailed level in just a few minutes. You are also given various themes like "Lab" "Egyptian" "Military" "Horror" which changes the style of the segments.
The idea is to have something like this in Torque. All you need to do is snap a bunch of segments together to form a complete level, something that would take days from scrach, which would then turn into minutes.
What do you guys think?
My idea was to treat constructor more as a level builder rather than a building maker.

This is a simple Lab hallway that was made using 2 "hallway" prefabs, one small corridor and one big corridor. If anybody is not familiar with the TimeSplitters level editor, it works a lot like this:
You are given a bunch of segments you can place onto the editor grid. These segments resemble hallways, ramps, stairs and rooms that can all be connected to form a fairly large detailed level in just a few minutes. You are also given various themes like "Lab" "Egyptian" "Military" "Horror" which changes the style of the segments.
The idea is to have something like this in Torque. All you need to do is snap a bunch of segments together to form a complete level, something that would take days from scrach, which would then turn into minutes.
What do you guys think?
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Submit your own resources!| Andrew Hull (Nov 27, 2007 at 00:02 GMT) |
| Johnathon (Nov 27, 2007 at 00:13 GMT) |
Good idea though, something that could be expanded on to maybe address these issues.
| Scooby Brown (Nov 27, 2007 at 00:19 GMT) |
| Mark (Nov 27, 2007 at 00:23 GMT) |
| Brian Wilson (Nov 27, 2007 at 14:18 GMT) |
This would be a great area for a budding level designer to strut his/her stuff by creating a series of prefabs and releasing them to the community as a free resource.
| Russell Fincher (Nov 27, 2007 at 16:30 GMT) |
http://www.gamasutra.com/features/20051202/mader_01.shtml
| James Dunlap (Nov 27, 2007 at 22:18 GMT) |
This is a sold system for designing levels. I use modular systems for underground levels, walls and occasionally buildings that share the same art style.
The real problem with using them as Constructor prefabs is that Constructors is not good at handling thousands of brushes in one scene. Generally when I make a level modularly I break it up into sections and assemble it in the game.
@ Johnathon,
Depending on the type of level you are designing, it may intended for hallways to look the same. Try not to think of it as everything being the same but more having a consistent standard. When constructing a building in real life to designers truly strive to make every hallway different? No the same materials are used, the same dimensions, etc.
There are other ways to make sure peoples eyes don't get bored. Make sure the hallways you are installing are not plain 4 sided hallways. Experiment with different shapes, layout, support, lights, molding, etc. Also the using of static shapes is always a good way to add detail. (word of caution: if you intend to burn many static shapes into your level remember they are not culled)
The bottom line, in my opinion, is that modular level design a solid solid concept (and essential if you want to randomly generate levels). However, if you have concerns about the level looking to boring then perhaps modular construction is not the method you should use.
| Rob Parton (Nov 27, 2007 at 23:18 GMT) |
NWN is probably the better examples of how modular systems can work well.
Also, the screenshot looks pretty good!
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