# Re: [Audyssey] Conceiving Level Maps

```Greetings Thom and Jim.

Thank you for your responses to this subject.
```
Thom: I do remember the in-depth discussion you,Kara, and crew were having about levels, vectors, and all that mind-boggling stuff. Most of it went right over my head however, as I'm horrible with math in all its forms. I guess my difficulty is in grasping spatial considerations. for example, in the game I'm envisioning, the player travels down a north/south corridor nine sectors wide. Assuming he stays in the center at sector 5 and walks down the corridor, once he encounters an obstacle (chasm, boulder, wall, etc), the obstacle may be at its widest point at that sector (in the example involving a chasm, therefore, that'd be where the chasm is widest across). In games where all obstacles are the same dimension (like Super Liam), there's no problem. But what if I want to make the obstacle taper off or have smaller points? (Perhaps a ledge that extends out into the chasm,, for instance.) Even in a two-dimensional environment, the implications of such calculations slightly baffles me. I understand the principle (make the array different at one or more coordinates), it's the actual perception of it in my head that throws me for a loop. and let us not even talk about adding a Z axis to such a game, wherein jumps and scalable obstacles can change the player's vertical position.

```
```
Obviously, such a game of this magnitude is by no means going to be my first venture, but I would still like to comprehend the idea before I even attempt to make a foray into this region.
```
Kai

```
----- Original Message ----- From: "Thomas Ward" <thomasward1...@gmail.com>
```To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Monday, December 27, 2010 7:16 PM
Subject: Re: [Audyssey] Conceiving Level Maps

```
```Hi Kai,

Smile. Interesting enough you might recall Cara, Willem, and I were
discussing this at length almost a month back. There are different
ways of doing this. Which way you choose probably depends on how good

Most professional game developers use bounding boxes to mathematically
calculate when and where two objects meet in 3d space. This is
obviously more accurate, but requires some skill with trig and
geometry to pull off correctly.

Fortunately, there is a less complicated way that I use to draw 2d and
3d maps. I simply use a 2d or 3d array and fill it with predefined
objects like a wall, door, spikes, fire, etc and then save it to a map
file. This works quite whell for me, and the method I have chosen for
the G3D engine.

As for saving map files I'm not sure how you would do it with
something lilike BGT, but with G3D it is very straight foward and
easy. Essentially, what I did is created a global world object, which
contains the map array, and I fill it with objects like walls, doors,
the floor, ceiling, etc. I then serialize that world object, and write
it out to a *.map file. When I load a new level all the G3D engine
needs to do is load that *.map file into memory and we are off. Make
sense?

Cheers!

On 12/27/10, Kai <kaixi...@sbcglobal.net> wrote:
```
```Greetings list.

```
I've a question for you game developers who've made games involving mapped out levels. the short of it: How do you do it? Is your map just an array of
```coordinates with conditional statements that place obstacles at certain
```
points? Or, for games that have levels stored in files, how does that work?
```
I'll admit that in this area, I'm a complete newbie, and therefore don't
really understand how to conceptualize it in my head.

```
I'm trying to plan out a game, and the prospect of having to design a level
```map hurts my head.

Kai

---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to
gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
```
If you have any questions or concerns regarding the management of the list,
```please send E-mail to gamers-ow...@audyssey.org.

```
```
---
Gamers mailing list __ Gamers@audyssey.org
```
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
```You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
```
If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
```

---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,