Create a scene in Unity (from ready-made assets, without code)
Task:
Build a map for an FPS shooter according to the specified requirements.
Use ready-made assets, no need to model/create anything yourself.
No coding is required.
Map: Slave trader camp.
All assets for the map are already available. You need to slightly adjust the terrain and place everything according to the specified requirements.
Required:
- Set up the scene. Place objects. Edit the terrain (not too much, it is flat).
- Set up lighting (URP), bake if necessary. Set up post-processing if needed. There is a scene with an example of lighting, you can take everything from there to make it look similar.
- Generate a nav mesh (navigation mesh), and if necessary, add carve objects to remove unconnected islands. The entire nav mesh must be connected, without "cut-offs". There is an editor script that makes this convenient.
I will send all necessary assets in a separate project. You will work in it.
What exactly needs to be done is recorded in a video.
Payment for everything: 5000 UAH.
General requirements for the map:
- Try to avoid dead ends. This is a scene for a team shooter, and there should be at least 2 passages (preferably more) from any place on the map.
- Create varied options for passages/alternative routes. So that it does not look like 1-2 corridors. The more passages, the better.
- Do not create large areas without cover. Try to distribute objects evenly.
- Solid objects in the scene should be distributed across layers:
- Surface – Surfase. All areas where one can walk.
- Walls – Walls, only for buildings.
- Roof – Roofs, for buildings. Note that a nav mesh is not built on this layer. If movement is expected on the roofs, it should be on Surface.
- Objects – All other solid objects, obstacles, etc.
* If you are working with a new set of assets (which is not yet in the game, and layers that are not assigned) – it is better to immediately move all objects to the Objects layer. Then separate other layers. The Defoult layer is not used in the game and should not exist, except for cases explicitly stated in the specifications. - All new files (prefab variants, terrains, etc.) that you create – place them in a separate folder (the folder with assets for the map, which is created in Unity). Do not change anything in the original asset folders so that it can be imported back into the main project properly.
Changing layers and colliders in the prefabs themselves is only allowed for those sets specified in the specifications. Do not touch the others. If something needs to be edited – create a prefab variant and edit it. - Important regarding terrains. If you need to edit an existing terrain – create a copy of it (copy of Terrain Data), so that the original terrain is not affected during editing. You can copy Terrain Data to the map folder and then drag it onto the scene.
Regarding lighting:
- Direction Light in real-time is only allowed on open maps (where sunlight is expected).
- Other light sources should be baked. You can use low settings to bake faster. Once you finish the project, send screenshots with several recommendations on how to bake "cleanly".
- Do not leave too dark areas and too dark shadows. For some areas, Area Light works well to brighten them up.
- Regarding reflection. You can experiment to your liking, but keep the following in mind:
- I do not like when objects (especially indoors), or characters (layer 6 – Characters), have a "glow" from reflections.
- I also do not like sharp transitions that often occur when moving from one zone in a Reflection Probe to another.
- You can experiment, but carefully. To make it look natural.
- Do not forget to add adaptive probes volume.
What else to set up?
Only for the new sets you are using, set up doors and destructible objects. There are 2 scripts in the project. You only need to assign some parameters in them. How to do this is in the video - https://gofile.io/d/r3rQgM.
Applications 1
Client's review of cooperation with Oleksii Bolotov
Create a scene in Unity (from ready-made assets, without code)Great! Everything is done.
Freelancer's review of cooperation with Oleg Fisher
Create a scene in Unity (from ready-made assets, without code)The technical specifications are described quite clearly (for such a task), if there are any revisions - they are basically justified, everything is excellent.
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Hello, I have experience in development in Unity, if you need a creative person for the development of your map, write to me, I guarantee results, I will do everything in the shortest time, constant communication with clients.
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1486 4 0 Good afternoon.
I have reviewed the task, and I have no questions for now - I can start working.
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658 7 1 Good day, I am ready to take on the task. I have 5 years of experience in Unity development as a freelancer. At the moment, I am already working with a regular client and am also engaged in level design for one of the locations (I have previously done another one for him from scratch). I have my own large project where I also worked on map building. So I definitely have experience in this area. Write to me, we will agree on the price and deadlines.
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868 3 1 Hello!
I have reviewed your technical assignment and video. The task is absolutely clear: a competent level design is required with a focus on the gameplay logic of the shooter (avoiding dead ends, multiple pathways) and correct technical setup of the scene.
Why you should choose me:
I have 5 years of experience in Unity, am well acquainted with the level development pipeline, from terrain to final optimization. I know how to achieve a quality image without burnt shadows and strange auras on characters. I will set up Lightmap Static, place Light Probes and Adaptive Probes Volume for the correct display of dynamic objects.
I strictly adhere to the project structure. Creating prefab variants, duplicating Terrain Data, and working with layers (Surface, Walls, Objects) is the standard of my work, which guarantees the absence of conflicts when importing into your main project.
I understand the specifics of FPS - I will ensure variability of paths and proper distribution of cover so that the map does not turn into a "corridor build."
On the technical side, I guarantee:
A clean NavMesh without gaps and islands using your script and Carve objects.
Door setup and destructibility strictly according to the video instructions.
… Light baking with the provision of parameters for the final build.
Adherence to the hierarchy of folders and layers.
I am ready to start working immediately after receiving the project.
I look forward to collaborating!
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