The “Igloo”, aka The Civic Arena that used to be in Pittsburgh. They held concerts there, but mostly it was for the hockey team’s games. The roof of the venue was a half circle that had two panels that would open to the outdoors. I couldn’t ever get the circle right due to limitations and I had to scrap it. Making things with rounded corners was not easy back then!
One thing that has not changed over the years is that the fornite environement remains very static… ergo cars stay put no ai movement other then mission sentries npc etc… people are very inventive using mutators triggers just to create a gliding doors … sim traffic … etc. As with the sentry could there possibly be an item path creator ? Or is that all in utfn lol … sorry creative dinnosaur here … and to be frank do not have a desktop or laptop to effectivly run uefn ? Sorry i forget the abbrv.
Could you post this as a suggestion in our Feedback forum? We do track the feedback there. I’ll also see if I can find someone to help with your question.
Proper sightlines can make or break a map, and even small changes like moving a box or wall a few feet can drastically change how engagements in certain areas play out. Playtesting is super important to figure out how much cover to add, what areas to elevate, and what kind of play experience you want your players to have in each area. Multiple, varied paths to the objective are also really important since they promote dynamic gameplay and prevent games from devolving into one drawn-out slugfest in the same area. Consider what angles and areas you want attacking players to approach the flag from, and if you want to give them the opportunity to catch defending players off-guard.
One of my favorite games, especially from a level design perspective, is Demon’s Souls. I love how every level feels alive, almost like its own character. The layouts, enemy placement, traps, etc. all come together perfectly to make some of the most dynamic environments I’ve ever experienced. Having the opportunity to work on Demon’s Souls would be an incredible learning experience, not to mention immensely rewarding!
Thank you for your questions everyone, they were excellent! Thank you also to our experts for their thoughtful answers! Be sure to come back next month for our next “Ask Epic” event. More details to follow soon!
Thank you everyone for your questions! I love seeing all your creations and look forward to seeing some of these level design techniques show up in the community. I see so much potential in our Creator Community for building interesting and amazing levels along with the great gameplay I see.
Keep chasing the dream!
We have a bunch of new collision tools in the modeling mode that may help; there is a very detailed tutorial (though a bit outdated) here: https://www.youtube.com/watch?v=FGCCZnFH9J4
and a newer, shorter tutorial here: https://www.youtube.com/watch?v=KofdWYTu1lE
which also covers some of the newer features like the newer convex decomposition
Thanks everyone for participating! It’s really exciting to hear so many great questions. I had a blast interacting with you all and am looking forward to seeing what the future holds!
Thank you all so much for the questions! It was great to talk to y’all and I’m always excited to see the amazing content you guys put out! Stay creating!