Making levels in a FPS engine can be done in two ways; and Additive mode and a Subtractive mode. In the Half Life 2 Engine, you made levels by adding them in (somewhat like you do in a 3D modeling program). In Unreal 2004, you had to subtract your levels out. Think of it as though you have a solid mass when you start out and you need to "carve" out your levels as you go. The advantage of this method is that there will be lesser chance of getting "holes" in your level thus lesser chance of your level crashing.
In Unreal Editor 3, you have the choice of doing either way:
Go to Edit-> New and choose the Subtractive option for starters. It's easier to start in Subtractive mode. Later I will show you how you can convert to the more optimization-friendly Additive mode and you may notice some performance improvements (especially if you level is quite complicated).
You will be faced with a 4 viewport interface not unlike most 3D packages. If the Generic Browser is on, just close that for now. We won't be needing it just yet. Right mouse click on square cube and you will be faced with a dialog box asking you for the dimensions of the cube. If you are familiar with 3DSMax, this way of working may seem rather odd and counter intuitive. Just bear with it for now and you will soon get used to it. Now may be a good time to introduce what is called the Builder Brush. The Builder Brush is that red box you see in the diagram. It shows the intention of what you wish to create. Until you commit to creating it, it will just remain an intention. Click on the Build button to confirm the dimensions of your brush.
To commit to creating that brush, click on the Subtract button. Now observe what happens to the perspective viewport. If you mode is a) Lit, you will see a black screen but notice the blue line (compare a with c) no longer cuts through the red box. That means you have successfully carved out a level. You just cannot see it because you have no lights assigned to the level. If your mode is b) Unlit, you will see the level with lots of chequered boxes as textures. Either way, you need to add a light to the level.
To add a light to the level, simply hold down the "L" key and click on anywhere on the BSP (eg. the floor). A light icon will pop up.
Compare the Unlit Mode view and the Lit Mode view:
Next, you need to Compile the level before you can play it realtime. So hit the compile button. Don't worry about the error messages for now.
You are almost ready to playtest the level. Click on the floor, it should turn light purple. Right click and select "Play from Here".
And you should end up with your very first playable level. Congratulations!
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