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Level design basics, part 12

Accurate level design
The best way to learn level design base, is to make a level in unreal
editor. It takes a great deal of work on details and the script code.
A wild strategy campaign takes a great deal of knowing how forests

work(grow). Accuracy is very important when designing, because
video game character accuracy is important as well. As accuracy is
basically important in any game, even in games that are not first

person shooters.  United states army is using this method for first
shooter video games making, more specifically Americas army games.
For the weapon barrel accuracy. They didn't just make the weapon

three dimensional models and apply some physics and just pull
the accuracy out of thin air. Making a level map from the level design
for three dimensional video games is hard. It requires a lot of

assembler related bit wise operations. The best idea for a map
making start would be to drive a large 2d rectangle area, like 100
meters times 300 meters. That's 30 thousand square meters. Then

apply the map to an editor. Check for all the entrances into the map
on all 4 borders. And exits. You should consult united states army.
Before making a military game. Forest is what should be covered

next. The three dimensional trees on the map.

Map nodes
Unreal Tournament 2004 's onslaught uses at power nodes, connected
to both bases. Map nodes basic building structures of level map. They
provide a draft support for the central part of the map. Battlefield

games are approved by the united states army. It literally means a battle
field. A campaign map should have level geographical relation between
maps. Basically it's not enough to make a campaign map and then just

randomly put the spots in order: you have to keep in mind the level
maps. They work just like onslaught map modes. On any difficulty,
onslaught mode is the hardest, also on any difficulty, skaars are the

most challenging. They are included in the level design. Their methods
and hard to get tricks. Rankin is a skaar zone. They climb metal plating
steeps while shooting. Or in other words, looking in the other direction

of climbing.



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