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Level Design Sdk ?

SasQuatch said:
I'll personally will try hard as hell to get you documents about the ins and outs of mapping for Red Orchestra Retail.
Great news that community content will be welcome. My RO3.3 map is 95% done- just some more statics to put in. Hopefully its not going to be to hard to port it over.BTW congratats on the MSU win
 
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Cabalistik said:
Is it hard to make a map for RO? How long does it take to make one?

It all depends on a few factors:

Enviroment: Architecture involved or only landscape?
Gameplay: Complex or simple?
Art: Existing or home brew?

A well designed landscape only map with trees, roads and a few non enterable buildings (like a big tank map for instance) shouldn't take you that long. About 80-120 hours from start to finish, including testing, bugfixing, and finalizing stuff like locational volumes, previews, maptext etc.
A complex city map or industry map can easily take up 3 to 5 times that amount of hours, especially when you plan on doing art work yourself partially.
 
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I agree pretty much with what Sas, Alan, and definately with what SaveTheJets said..

Once you know mostly what you're doing in the editor, you can crank out a good map mixed-enviroment (some terrain with some custom structures) in probably 3 months, start-to-finish... but getting to that point you'll take alot longer..
The first custom I released for RO (the mod) I took about a month to build the first version, realized it was to small for what I wanted, took about another month to play around with other ideas (learning some more ins-and-outs about LD for RO while at it), then started VolkhovRiver over again.. that time it took me about 4 months, not including bugfix releases after I published the level.. (but I also allocated a buncha time to research)
.. but all that of that in spare-time... so I can't be sure how many 'hours' it was.


Is it 'hard' to make a map?.. it can be at times a frustrating process to design a level (for any game!).. sometimes the editor will interprete something you did not exactly as you intended, and translating the ideas in your head into the editor can cause some headaches..
.. but once you get the hang of it, and you release a map, it's pretty rewarding to see people play it :]

If you're unfamiliar with Unreal Engine based editing, I suggest you check out some tutorial sites to get your head in the correct mindset of the differences between BSP, Static Meshes, terrain, how lighting works, how movers work, triggers, bot pathing, what projectors and emitters are (and how they behave) etc..
I recommend starting with UDN: http://udn.epicgames.com/Two/WebHome
But also make sure you check out MapOrchestra (an unoffical RO mapping resource for the mod version of RO): http://www.maporchestra.com/
 
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