Lesson 8
By: Deathbliss
Adding stuff to your level - Weapons, baddies, pickups, music and a title:
Boy we get to have some fun here! I think item placement is one of my specialties. By now we all should have found there area we excel at (or think we excel at). I'll put myself to the test here, and you get to sit back and enjoy the ride with me. By the end of this lesson you will be able to:
1. Add weapons
and pickups (health, armor, ammo, and various items).
2. Add baddies
and living creatures to the level.
3. Add a title
and music to you level - as I'm sure after hearing what I have done on the
UnealED Exordium Lesson Map you've been wanting to learn
how.
So without further ado let's
add some weapons, ammo and armor. To start open up the last save of the map you
have been working on with me (lesson 7). I have decided I wanted some of the
weaker armor in the hallway to the side of the TELEORTER. You'll actually need the
FLASHLIGHT on to see it when your first play. So this would give us a
reason for the FLASHLIGHT now wouldn't
it? So open up the CLASSES BROWSER, find
INVENTORY, click on the
- next to that,
and then click on the - next to PICKUP. In that list find
ARMOR and select it. Place the
ARMOR on one side or the other at the end of the Hallway (the
area with the windows in it - our second room). I've rotated mine to fit right
in the space, and placed it one darker gray grid square above the floor. Now for
the other side. What should we place there? Health? No, because you don't need
it yet and why would you want to run all the way back for it. A weapon or ammo
perhaps? Not exactly - you see you should have the players work a little before
you get the next gun, yet going after some of the baddies with just a blaster
isn't cool either. So I placed a WEAPONPOWERUP on the other side of the
TELEPORTER, and this time I decided that since it's taller than the
ARMOR it should be placed even with floor. Here's the end
result:
Now for the Pool Room. It
seems to me as maybe something should be placed in the pool, and that we should
have one baddie in here at least. I'm going to add 2 and see what
the effect is. Open up the CLASSES
BROWSER and look down the list for
PAWN. Click on the - next to
PAWN and look for
SCRIPTED
PAWN in that list. Now find some baddies to add. I've played single player a
bit but I'm still not completely sure of what baddie is what. So I am placing a BRUTE on either side of the upper
TELEPORTER in the Pool Room. No, check that, the
BRUTE looks a little big for the ledge and our upgraded
DISPERSION
PISTOL. So I clicked
on the - next to BRUTE and chose
LESSER
BRUTE from the list. Here's how I placed
them:
Now we'll definitely need
some health, so I am placing a HEALTH on either side of my lower Pool Room
TELEPORTER. Get to
HEALTH by opening up the
CLASSES
BROWSER, clicking on the
- next to INVENTORY, then the
- next to PICKUP. In that list you'll see
HEALTH and this is what we want. If you click on the
- next to HEALTH you see the various other kinds there are. Now if you
survive these guys (I hope they're as tough as they look) you should get a
reward, so I am placing a FLAK
CANNON and FLAKSHELL AMMO in the pool
and placing as below. Get to them by following the steps we took to place the WEAPONPOWERUP, and for the
ammo look under INVENTORY/PICKUP/AMMO. I decided
everything should be a darker gray square above the pool floor, and I've placed
like below:
At this point REBUILD, SAVE, and try it
out. I noticed a lot of slowdown so I again deleted the fancy water texture that
moved and switched to a non-moving one that looked about the same. If you aren't
having slowdown don't worry about this. The two LOWER
BRUTES are kinda wimpy with the weaponry at hand, they fight each other and the
enter the TELEPORTER. So I may
replace them with BRUTES later, and I
have moved them to either side of the room on the upper walkway. Now I can focus
on our Outdoor Area. I wanted a school of fish in the water so open up CLASSES/PAWN/MASTER PAWN and find
BITTERFISHSCHOOL there in the list. Select it and add it somewhere in the
middle of the pool in the Outdoor Area. You'll get something that looks like
this:
Now there are a few unknowns
at this point - I.E. do the bitterfish hurt you? Do I need to define a path for
them to follow? Will the water force affect them and should it? I'm just
slopping this in and we'll see what it does together. How about some birds? I
always wondered if you could add a bird flock in your SKYBOX so you could see them out of the windows. I'm trying this
now. Ok, I take it back - the BRUTES can be tough when they get you cornered. I may increase
their intelligence. The BITTERFISH
SCHOOL finished me off, so I am making them
INDIFFERENT. The same applies to the birds, although I'm trying
FRIENDLY
for now. To get to these settings merely RIGHT
CLICK on the PAWN, go to it's
PROPERTIES, and under
AI you'll find
the various settings for intelligence and their attitude toward you. Play around
with these at will. Right under AI there should
may be a more specific option - in the case of the BITTERFISH
SCHOOL you can determine the aggressiveness, color, radius, and size of the
school. I increased the radius to 200, made them non-aggresive, and decreased the size down to
10. On the birds I increased the FOV to
128, and under DISPLAY I cut the
DRAW
SCALE in half. If you are following along take a break,
REBUILD, SAVE and try it
out. Keep adjusting things until they are the way you want. I have concluded
that the birds aren't quite realistic enough in the SKYBOX
so I am removing them to the "ceiling" of the outdoor
area. I will still try FRIENDLY to see what
they do. The BITTERFISH SCHOOL I am going to
decrease to 4 then I will duplicate and add 3 schools at
different locals. Here's a pic from in the level:
At this point we may want to
sprinkle some vegetation around the level - so open up the CLASSESBROWSER and find
DECORATION. Open it up and a
REALLY long list opens up. Find
SEAWEED and add it to the floor of the pool in our Outdoor Area.
In that list are also various plants and trees - add accordingly until it looks
like you what you want. My map is as always available for download off the main
page should you need a reference. Well I'm happy with everything, however we
will need more ammo later on in the level. We also need to cover things like TRIGGERS and
SWITCHES but I have to read up myself some more too. Need to
learn how to build secret rooms, and we'll need to design a Deathmatch map so we
can learn about BOTPATHING - another
thing I specialize in. Once we've covered everything the best I can then we'll
become a little more interactive and design concepts together. I have an idea
for a room that has a fan in the floor. In any case, go up to OPTIONS, then
LEVEL
PROPERTIES, and click on the
+ next to level
info. Here you can input your name, the level's name, and a few other things.
Under AUTHOR I have Deathbliss and under
TITLE I have UnrealED Exordium Lesson Map - input what you will.
Close up that list for now and look further up the list until you spot AUDIO. Click on the
+ next to it to
reveal a few options. Under SONG I have
SACRED. Open up the
MUSIC
BROWSER and LOAD up whatever
you want (.UMX are the music
files in Unreal). You can preview the track by clicking on play. Once you find
one you like leave it highlighted in the list and go to AUDIO/SONG and click on the box next to
SONG. Now click on
USE and when you enter the level you will now hear the music
you have chosen.
Well aren't things getting pretty cool? Yet we really haven't even scratched the surface yet. There are SO many things that can be done in UnrealED. As usual e-mail me if you have any questions, comments, etc. and I hope to see you in Lesson 9 soon. Good work everyone!