I’ve never used UDK or any other game development engine but I found the tutorials to be very well done, making the subject matter very approachable.
In the sample level build tutorial Zac chooses change the X, Y, Z values of brushes rather than rotate them. Zac starts to explain why he’d rather change the values than rotate the actor. Presumably this is to keep their global and local coordinates in sync? However, static meshes get rotated so it appears that rotation is inevitable in some cases.
I was curious how the Workflow tutorial was done? I’m assuming that large sections of the level were selected and copy/pasted. How do you select and duplicate large amounts of your level?
Because the price is very affordable and the editor is relatively easy to dive into I suspect you’re going to see a lot of newbies like me. It might not hurt to have a super simple Level Design 101 tutorial that includes a glossary… What’s a brush, a mesh, an actor, a pawn. When is appropriate to use these. Maybe some simple background on what’s a Texture, a Normal, UV. When is it advantageous to use a brush and when do you change that brush into a static mesh (and what’s the best way to do that)?
Something to keep in mind if/when you do a tutorial on Terrain… It took me a while to realize that I had to drag the mesh onto a very small drop area (eventually I got super frustrated and googled the issue and found that others have had the same issue) but then it took me even longer to realize I had to hold down CTRL while clicking in order to paint terrain onto my map. It felt good to finally figure it out but a fair amount of time was wasted.