So I sketched the level out a few days ago and last night I started putting it together. And before I got too into it, I tested it out and it sucked. Not the art, it was the layout of the level. These levels should be thought of as arenas for combat: A little open with some debris here and there. The problem I had was that AI could not navigate around the debris/buildings I had put, so the best thing is to design around this. Now my level will consume less polys, but have a better feel and not piss off the player. Maybe one day I can make AI that can navigate around a trashcan?
If it doesn't work...
Posted by CGBYLG on