Unreal Level Design Tutorial

Ian MacGillivray


Making the terrain

We're going to set our scene on an icy wasteland, with cold blue skies and a glaring sun. In a traditional cop-out, we'll have a range of mountains around the edge of our terrain to limit player movement. We'll aim for a bit of realism with the tops of the mountains getting snowier and icier, and some perspective from having mountains set behind other mountains. There'll be a large, mostly flat patch where our castle and towers can sit.

1. The Workspace

2. The Terrain Editor

We're just going to set up our terrain for editing here, nothing exciting yet I'm afraid.

3. The Terrain

Ok, now we're ready to build our terrain. Remember, the middle should stay fairly flat and solid, the outer edges should be crowded with mountains.

Here's the kind of thing you can expect by now. It's not too pretty - but don't worry, a backdrop, some lighting and a player's perspective viewpoint are very forgiving and will make it look quite nice:

4. The Skybox

A skybox will give a lovely backdrop to our terrain, and something to replace that black sky. These are notoriously fiddly in this version of Unreal, but hopefully the below method should present you with no problems. Or seams at the edges.

5. Adding Sunlight

We're going to have some strong, but cold and slightly blue-tinted sunlight coming right at the player. We'll have the sunlight lined up with the sun drawn on the skybox, which gives a very nice effect. This will be the only lighting for the terrain, and should cast some nice shadows from our mountains (and eventually, our buildings).

Here we see our sun texture, and below the skybox way into the distance that small yellow dot is the sunlight actor - nicely lined up for a realistic effect.

Below is a nice bright sunlight, at an artistic angle and without the ambientbrightness. It looks lovely, but the map's not too playable like this unfortunately.

A lot more useful is this brighter, though less artistic scene accomplished with the directions given above:

6. Finally...

We're done! Pop down a player start point if you haven't already, and give it a whirl.