I’m building a level which has two large cliffs (you can see them rounded here in red):
Those cliffs are the ideal setting for climbing paths, however when players are up close the effect is really sub-par with the rest of the level, since everything is really flat (being an area where the slope is really strong):
You can clearly see that the landscape is flat and the material itself cannot compensate for the lack of ledges and bumps. Given the fact that the landscape there is mostly vertical, ledges/bumps cannot be built. The standard approach in level building would be to add cliff/rock meshes in the areas where the players can go, however from afar you can clearly see the areas where those meshes are set, hence ruining the overall effect of the cliff when seen from the rest of the level.
For this reason, I’m trying something unusual. The idea is to use an additional landscape for the cliffs, rotated 90 deg so that it becomes vertical. In this way, the cliffs can be sculpted to the liking and even crazy things can be done, such as caves and indentations in the rock:
First tests show that:
- Collisions work.
- It is possible to paint/sculpt the landscape even if vertically rotated.
- Physics work.
- Even the nav mesh works:
This opens up a whole new world in level design.
I simply want to ask to gurus or anyone who has been down this path before: do I need to be aware of any potential unforeseen consequences to this approach? One option would still be to export the vertical landscape once done and reimport it as mesh, however why not just keep it in there?
Any input warmly welcome. I hope this isn’t uncharted territory and I can safely go this route.