• Official Newpunch Unity Level Design W.I.P. Thread
    7 replies, posted
Post your level works in progress here!
Any suggestions on tools or techniques to build maps in unity? Right now I'm just placing blocks around, and it looks blocky.
Unity is a piss poor level design tool. There are some assets that add some level creation functionality, i.e. ProBuilder. Some people just create their levels in a 3d modelling software then import it
This should feel like the inside of a factory, what would you recommend as props/decor that wouldn't interfere with the player experience? Some ideas already written: Metal columns and beams, going invisible if the player is looking through them or just getting cut like walls on sims Painted lines delimiting zones like "assembly area" "deposit area" "testing area" Roof cranes to move heavy stuff around Ventilation tubes&pipes Celling Lights
Hey, Unity is my daily driver! Here's some public shots from the level work I've done on Due Process: Background work (~95% stuff I've made) Playable area:
It only took me several years to redo the terrain. I'm working on retexturing all the radtown stuff in substance but I'll do the road I guess
We released some shots of our PAX map - the arena/killhouse environment. I've done most of the midground work as well as the geo for the procedural maps that we load in the center. https://files.facepunch.com/forum/upload/106995/77a6d5f4-56d0-420c-9770-bec2ae364cf4/background_killhouse_promo_04.jpg https://files.facepunch.com/forum/upload/106995/5ebaa5d1-8282-46ce-8d2e-09dbaf9c603b/background_killhouse_promo_01.jpg So much more gets done when you're working on this stuff full-time! Here's some shots from October. https://files.facepunch.com/forum/upload/106995/49f98505-5355-4d17-b457-40a95aae314c/killhouse_stadium_8.jpg https://files.facepunch.com/forum/upload/106995/153a2b13-093e-4eed-aecb-f1aa21418c85/killhouse_stadium_9.jpg https://files.facepunch.com/forum/upload/106995/27810e93-b88f-46b0-8107-0d2bd424e11e/killhouse_stadium_mesh_1.jpg Does anybody know if there's any workarounds for light probe issues when additive loading levels? I know it's a bit of a long shot, but we've been crippled with issues when one set of light probes will overwrite the second set instead of re-meshing. I've been forced to add entire proxy lighting environments to replicate 'close enough' lighting environments in navigable areas.
Made a proper factory interior for my game ( I hate modeling ) so it looks more realistic now: https://files.facepunch.com/forum/upload/1287/e1136687-ef5c-4428-96e2-fc1f67584530/2018-01-29_16-28-45.png Heres a pic after building a bunch of things and spawning workers in game: https://files.facepunch.com/forum/upload/1287/e8e24396-a726-4c58-8e04-30fd9281f856/2018-01-29_16-24-42.png Pretty happy with the results, its starting to look like a serious game now Some more pics: https://imgur.com/gallery/fvkdO
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