Something I'd like to point out in case it comes up - the super iterative "Skateboard first" approach that I'm using for this project is something I recommend for solo / personal / portfolio projects, where the scope and requirements of the end result are fairly open ended and malleable; regular work hours on it aren't guaranteed; and you don't know how long you'll be able to work on it. I think that for bigger, team-based and commercial projects (especially after pre-production), a little more up-front planning and layout sketching, figuring out bigger chunks of the problem at the same time, would probably be the way to go. Although working iteratively, exploring organically and always having a working version of your level is pretty much always a good thing. Hope this (and the video) helps 👍
This is why the developers use the Orange Box textures... they've got measurements on them so you can make sure that the vents and doors etc. are the right scale :P
The orange grid textures with measurements for each square. They're mentioned earlier in the vid as "developer textures", but he chose real textures instead. Afaik, the name is a coincidence relating to the orange colour, and not Valve's orange box game bundle.
This is such a great series and I hope to see more in the future! I like the small scale of this level because it fits in a short video. I'd love to see more of these to see how you design for different games: - Stealth levels - Multiplayer levels - Scripted Objects - Showcasing good flow - Good line of sight - etc. I don't know all the terminology of the level design field, but those were some of the one's I've seen from my limited experience.
Cheers Yousef, great to hear. The level will get a little bigger for sure - this is just where we start, to get something playable to expand upon later. And yeah, I've been thinking about doing some kind of stealth level design 101 video... I've noted the idea down 👍
Such a great video, there's a massive gap on youtube for videos on level design that take a no bullshit approach like this one using principles that apply to most level design overall and not just one specific game type
This video was very useful, please more like this. It's really interesting to see how you manage to simplify high level concepts from your text version. It's really rare that people show you how it's done.
Yeah I've been trying to find a way to tackle this kind of series for a while now, because I feel like no one out there is actually just making a level and talking about creative process (understandably so, mind - not many tools out there, and it takes ages). Definitely more to come, glad you find it useful! :)
@@stevelee_gamedevas someone who previously knew nothing about level design except “this level is fun this level is not” I appreciate the way you go through everything. Even just watching before doing anything I feel I’ve learned a lot
Yeah I've heard about it, and should take a look sometime. Will probably keep using normal Hammer while I work through these videos, but might make a separate one about Hammer++, we'll see 👍
Just a suggestion to add the civilians to be rescued they can be kept in rooms over which we pass through vents and look at them through the vents and since rooms will be locked they can be opened by keys placed in dark rooms and that can serve as a optional objective.
Yeah, I was thinking about something similar to that, but a couple of tricky things include that A) HL2 doesn't have keys that you can pick up and unlock doors with like Dishonored, and B) there's the question of what do the civs do if the player jumps into a jeep and speeds away. I'm not sure if the civs are top priority, but I would love to get them in, so we'll see :)
This is something i've been searching for a long time now. Because thats the part of making a game I always get stuck in. (Apart from programming the A.I. to funktion as I want it to :) ) Thanks for making this
Reallygreat video! Your channel is suh an amazing resource for anyone looking to ge into Level Design. Can hardly wait for the next intallment in this series.
Thanks, that's awesome to hear - and great timing because I just posted up Part 3 5 minutes ago :) Here's the link: ua-cam.com/video/5SSBNNaBSrA/v-deo.html
this video was recommended to me by a friend, just tried the HAMMER. upon running the test level ive created it just starts normal game, not my level... gotta google a lot. (I`m mostly familiar with UE and Unity)
Great episode again! I'm trying your method on the FarCry 5: Arcade level editor. This "Skateboard" approach is a nice vision to have while working with an Iterative process like we do in LD. Thanks you for this 👾!
In this video, I’m just using the Windows Snipping Tool and its (very basic) drawing tool. In the next video I use Photoshop, because I’m planning out a bigger area, and wanted the ability to edit things better. Hope this helps 👍
Thank you so much for this video ! I am having a very hard time with Hammer (it always crash when I add a weapon..) Do you think should still try to fix and learn Hammer or should I try on another Level Editor ? (like Far Cry 5, ...)
Glad you like the vid! Re: Hammer - no idea why it would crash when you add a weapon, that seems pretty weird. If it's only weird technical issues like that causing problems, and not the creative aspects, then I'd hope that there are ways you can fix it, and keep going with it. I wonder if reinstalling everything might help. You could also try joining this Discord server for Source Engine mapping / modders, and see if they have any ideas: discord.gg/sourceengine Hope this helps, let me know!
@@stevelee_gamedev I managed to get it working ! Hopefully I can learn to master it fast enough to create a portfolio piece ! Do you think I should still look into other level editors (Far Cry, Metro Exodus) or is it useless ? I already tried Exodus SDK but it's seems very complicated.. Also, should a level made in a level editor replace one made in Unreal for the portfolio or is it good to have both ? Also, other Pro Level Designers are telling not to use textures and materials (only dev materials with local or world grid texture with color code), should I only use the "dev_measurewall1101" (and same type) in the editor then ?
Notice how you don't make a single custom weapon, animation, NPC or player character. Just the level. Unreal teachers SUCK when it comes to that and the talentless hacks just insist you just steal everything off the internet.
Something I'd like to point out in case it comes up - the super iterative "Skateboard first" approach that I'm using for this project is something I recommend for solo / personal / portfolio projects, where the scope and requirements of the end result are fairly open ended and malleable; regular work hours on it aren't guaranteed; and you don't know how long you'll be able to work on it.
I think that for bigger, team-based and commercial projects (especially after pre-production), a little more up-front planning and layout sketching, figuring out bigger chunks of the problem at the same time, would probably be the way to go. Although working iteratively, exploring organically and always having a working version of your level is pretty much always a good thing.
Hope this (and the video) helps 👍
This is why the developers use the Orange Box textures... they've got measurements on them so you can make sure that the vents and doors etc. are the right scale :P
Hehe yep, this is what I get for rushing things for a video
what are the orange box textures?
The orange grid textures with measurements for each square. They're mentioned earlier in the vid as "developer textures", but he chose real textures instead. Afaik, the name is a coincidence relating to the orange colour, and not Valve's orange box game bundle.
This is such a great series and I hope to see more in the future! I like the small scale of this level because it fits in a short video.
I'd love to see more of these to see how you design for different games:
- Stealth levels
- Multiplayer levels
- Scripted Objects
- Showcasing good flow
- Good line of sight
- etc.
I don't know all the terminology of the level design field, but those were some of the one's I've seen from my limited experience.
Cheers Yousef, great to hear. The level will get a little bigger for sure - this is just where we start, to get something playable to expand upon later.
And yeah, I've been thinking about doing some kind of stealth level design 101 video... I've noted the idea down 👍
Such a great video, there's a massive gap on youtube for videos on level design that take a no bullshit approach like this one using principles that apply to most level design overall and not just one specific game type
Good to hear, thanks :)
This video was very useful, please more like this. It's really interesting to see how you manage to simplify high level concepts from your text version. It's really rare that people show you how it's done.
Yeah I've been trying to find a way to tackle this kind of series for a while now, because I feel like no one out there is actually just making a level and talking about creative process (understandably so, mind - not many tools out there, and it takes ages). Definitely more to come, glad you find it useful! :)
@@stevelee_gamedevas someone who previously knew nothing about level design except “this level is fun this level is not” I appreciate the way you go through everything. Even just watching before doing anything I feel I’ve learned a lot
Barked laughter at the bit at 25:23 when you realise the door was open all along. Great vid, cool to see how the process goes.
Hehe, yep. Glad to hear you like it, the next one shouldn't be too far away 👍
Highly recommended you take a look at hammer++, it has a ton of features that make using hammer less painful
Yeah I've heard about it, and should take a look sometime. Will probably keep using normal Hammer while I work through these videos, but might make a separate one about Hammer++, we'll see 👍
@@stevelee_gamedev Trust me, as soon as you start using it you'll never go back!
Update: I tried it and you’re totally right 👌
@@untrust2033 problem with .prt tho so im gonna check tf2 off the list
Just a suggestion to add the civilians to be rescued they can be kept in rooms over which we pass through vents and look at them through the vents and since rooms will be locked they can be opened by keys placed in dark rooms and that can serve as a optional objective.
Yeah, I was thinking about something similar to that, but a couple of tricky things include that A) HL2 doesn't have keys that you can pick up and unlock doors with like Dishonored, and B) there's the question of what do the civs do if the player jumps into a jeep and speeds away. I'm not sure if the civs are top priority, but I would love to get them in, so we'll see :)
@@stevelee_gamedev keys can be replaced with valve and yeah really looking forward to the motorcycle version of the level design :)
This is something i've been searching for a long time now. Because thats the part of making a game I always get stuck in. (Apart from programming the A.I. to funktion as I want it to :) )
Thanks for making this
Great to hear! Cheers Moritz 👍
09:13 This is great.
Reallygreat video! Your channel is suh an amazing resource for anyone looking to ge into Level Design. Can hardly wait for the next intallment in this series.
Thanks, that's awesome to hear - and great timing because I just posted up Part 3 5 minutes ago :) Here's the link: ua-cam.com/video/5SSBNNaBSrA/v-deo.html
Thank you for this series, is super inspiring.
Great to hear, cheers :)
Thanks for giving that view of the process. It is really valuable
This is awesome. I really needed help when it came to level design and then this series shows up in my LinkedIn. Respect, man!!
Hey Kinos - great to hear, cheers!
Super helpful seeing it in action!
Good, I hoped it would be :)
Such a cool series. Thank you!
Cheers, glad you like it :) Hopefully more to come someday...
Wonderful series, thank you! You have always been doing gread job! By the way, yesterday I finally downloaded steam and bought HL2.
Cheers, that's nice to hear. And I hope you enjoy HL2, it's a classic 👍
Great video! It’s cool to see the Hammer Editor in action as well as your process.
Yeah I figured there's not much actual level editor stuff out there in youtube videos, and hoped this would be useful to people. Cheers!
Another fantastic video
Cheers Shinji 👍
Super good series Steve! :) Can't wait for the nexst videos
Cheers Alejo - hopefully not too long to go until the next one :)
this video was recommended to me by a friend, just tried the HAMMER. upon running the test level ive created it just starts normal game, not my level... gotta google a lot. (I`m mostly familiar with UE and Unity)
Manage to solve the problem yet? Probably something really simple...!
This series is gold!!! 🎉🤩
Cheers Jonatas, glad you like it 👍
Very excited to see more!
Great to hear - Part 3 coming soon(ish)!
Awesome little series.
Looking forward to the next!
Cheers! The next one will be a little further away than this one was, but should still drop sometime in July
I love these videos. Thanks!
Great to hear, cheers!
Great episode again!
I'm trying your method on the FarCry 5: Arcade level editor. This "Skateboard" approach is a nice vision to have while working with an Iterative process like we do in LD.
Thanks you for this 👾!
Cool, yeah I can imagine it working well with what I've seen of the FC5 level editor. Good luck with it and glad you like the video 👍
very useful info thx good sir
Thanks for these videos:)
You're welcome Dave - cheers :)
What program are you using to draw, highlight, and sketch out on top of a screenshot? Is it just straight up photoshop or something?
In this video, I’m just using the Windows Snipping Tool and its (very basic) drawing tool. In the next video I use Photoshop, because I’m planning out a bigger area, and wanted the ability to edit things better. Hope this helps 👍
Awesome episode ! Thanks a lot
Cheers Ronan :)
Thank you so much for this video !
I am having a very hard time with Hammer (it always crash when I add a weapon..) Do you think should still try to fix and learn Hammer or should I try on another Level Editor ? (like Far Cry 5, ...)
Glad you like the vid!
Re: Hammer - no idea why it would crash when you add a weapon, that seems pretty weird. If it's only weird technical issues like that causing problems, and not the creative aspects, then I'd hope that there are ways you can fix it, and keep going with it. I wonder if reinstalling everything might help. You could also try joining this Discord server for Source Engine mapping / modders, and see if they have any ideas: discord.gg/sourceengine
Hope this helps, let me know!
@@stevelee_gamedev I managed to get it working ! Hopefully I can learn to master it fast enough to create a portfolio piece !
Do you think I should still look into other level editors (Far Cry, Metro Exodus) or is it useless ? I already tried Exodus SDK but it's seems very complicated..
Also, should a level made in a level editor replace one made in Unreal for the portfolio or is it good to have both ?
Also, other Pro Level Designers are telling not to use textures and materials (only dev materials with local or world grid texture with color code), should I only use the "dev_measurewall1101" (and same type) in the editor then ?
top stuff!
Cheers Nick :)
ace
epic
Nice vid
Nice comment, cheers!
Cod Sp level when ?
Pro-tip: Learn to request things more politely than this
Notice how you don't make a single custom weapon, animation, NPC or player character. Just the level. Unreal teachers SUCK when it comes to that and the talentless hacks just insist you just steal everything off the internet.