Hi,
If you don’t mind me asking, what tools do you recommend for level design with Unity and what should I be aware of before investing time learning them?
Back in 2003, I used to create maps for Soldier of Fortune 1 for fun (it used a modified Quake2-engine; the map editor for it was a modified version of Radiant.) Now, that was of course a while ago but I’m trying to figure out what it is I really need to learn in order to create levels in/for Unity. (Aiming for the ability to produce levels “BSP-style” like in CoD, UT, etc. though eventually I’d like to produce a small town prototype, which would make the level design closer to a GTA-clone than a regular FPS level.)
Namely:
-
What tools should I use to produce my levels? The Unity editor itself for now? Learn Blender? Invest a few bucks in Procore or Prototype? Learn another modeling package? [AFAIK the learning curve is steep on big name modeling software, I guess I just have to accept it, no problem there: but do you really produce levels faster with them?]
-
What do I need to be aware of when mapping. Do still I need to build a skybox and make sure my level does no ‘leak’ like it was the case in the Quake and Half-Life engines?
-
What do I need to know in terms of synchronizing my work between Unity and any third party editor? (Do I need to keep switching between programs and reload files and do some programs save you more time/energy than others in that departments.)
I’m trying to capitalize on the community knowledge to get up to speed. Thank you for your help!
Sincerely,
Fabien
EDIT: in view of the replies, I do mean software to produce the level geometry. Not means of drafting it on paper. e.g.: Radiant for the Quake*-based engines would let you produce geometry pretty fast, as well as texture and light it. So you could get a feel for your level very early and then merely revise/improve it. Looking for a similar, quick, workflow or tool for Unity.