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Constructor Level Building Experiment

by Mark · 11/26/2007 (3:32 pm) · 8 comments

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.

i15.photobucket.com/albums/a361/SpecOp9/LabTest.jpg
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?

#1
11/26/2007 (4:02 pm)
I think that sounds like an awesome idea. As long as there remains some way to do finer detailed things, beyond just the snap-together components. Otherwise, every level feels kinda the same.
#2
11/26/2007 (4:13 pm)
The only downfall to this idea is that every hallway will look the same. Alot of games when you look at the hallways as you walk through them, there is always something to make each wall distinct. One wall might have a hole, the other a blood stain, the next wall a chip or something.

Good idea though, something that could be expanded on to maybe address these issues.
#3
11/26/2007 (4:19 pm)
This is the same way i create my levels in Quark. I use a "base" group then address the level specific details in a "details" group. i bet the same could be done in Constructor
#4
11/26/2007 (4:23 pm)
There would definately need to be a large variety of rooms.
#5
11/27/2007 (6:18 am)
Constructor has prefab functionality already, it's just a matter of someone fleshing out the content and releasing.

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.
#6
11/27/2007 (8:30 am)
Could be useful. Even for those concerned about everything looking the same, it could make for quick prototyping. Reminds me of an old article on Gamasutra on modular level design:

http://www.gamasutra.com/features/20051202/mader_01.shtml
#7
11/27/2007 (2:18 pm)
@ Mark,

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.
#8
11/27/2007 (3:18 pm)
I've been using this system in my own constructor work. As for the issues about being able to customize, I've spent some time making different versions of walls and segments of rooms. So you'll have a hallway where the wall is flat, then the next segment may have a hole, or a window frame, etc in it. Rooms are build using corner sections and wall sections, arranged however you want.

NWN is probably the better examples of how modular systems can work well.

Also, the screenshot looks pretty good!