So, I've come to terms with how to make 3ds Max work for me, I've even had some success when it comes to modelling and texturing, but recently I've been introduction to UDK - the Unreal Development Toolkit. This thing is amazing (and free!). It took a while to get used to considering the additive and subtractive brushes and that fiddly brush builder! But after my first lecture and workshop, I feel I already know the basics and more to design and develop a successfully level.
It 'did' have more lighting actors, player start actors, weapons and pick-ups. It even had a bit of creative geometry. To be honest (not vein), I was quiet proud of it for a first attempt. Ah well. It might not seem like it from this disaster of a level, but now I know the basics. I've been given the task of developing an entire multilayer level in less than 20 brushes! I'll give it my best shot. Hopefully, it will run on my ancient 1kb RAM computer.
The problem is, I'd show you the demonstration in its entirety, but my flash pen decided it was a good idea to not save the most recent version. All I've got left, is two walls and a floor... I know, pretty amazing level design - its balanced and stuff...
FIRST UDK LEVEL ATTEMPT Perspective View |
It 'did' have more lighting actors, player start actors, weapons and pick-ups. It even had a bit of creative geometry. To be honest (not vein), I was quiet proud of it for a first attempt. Ah well. It might not seem like it from this disaster of a level, but now I know the basics. I've been given the task of developing an entire multilayer level in less than 20 brushes! I'll give it my best shot. Hopefully, it will run on my ancient 1kb RAM computer.
NEXT POST: SDK LEVEL: INITIAL DESIGN
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