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In part three, we build a complete combat arena with walls, cover spots, pillars, sunset lighting, and volumetric fog without any additional assets. Hello, welcome back to Cerdas Inovasi Digital. In part three, we build the combat arena for our shooter game, floor, walls, cover spots, pillars, sunlight, and fog. Let's start! We create a new level specifically for the arena.
Click the file menu, then select new level.
Select the basic template, which already includes sky, sun, and floor. Click create.
Save the level first. Click file, save current level, name it LVL underscore arena in the third person folder, then save.
Adjust the camera viewport so we can see the arena from above and slightly angled. This makes it easier to arrange objects.
Select the floor named floor. In the details panel, change the scale to 3, 3, 3, so our arena is about 30x30 meters.
Change the floor material. On element 0, select MI underscore prototype grid underscore top dark, the dark floor with the characteristic grid of the prototype level.
Now we create a material for the walls. Find MI underscore default color Y, right-click, then select create material instance, and name it MI underscore wall.
Open MI underscore wall, check base color, then select the concrete gray color with hex code 8E9196. Save and close the material window.
First wall. Drag SM underscore cube from the content browser to via port. Set the location and scale to 30x half of 4, then assign the material MI underscore wall. This is the northern side wall. Second wall on the southern side, with the same size and position E-1550. Third wall on the eastern side. This time the scale is half of 30x4, because the wall extends in the Y direction. The fourth wall is on the western side. Now the arena is fully enclosed by four walls.
Add a cover area. Drag SM underscore chamfer cube, the chamfered cube, and adjust its size to 2x2x1.2. Players can take cover behind it. The second obstacle with size 2x3, placed on the other side of the arena. The third obstacle is 3x2.
This random placement makes the combat more interesting.
Add a pillar. Drag SM underscore cylinder, then change the skill Z to 4, so its height is about 4 meters. The second pillar is on the opposite side of the arena.
Now adjust the lighting. Find the Directional Light in the Outliner, this is the sun. Change its rotation, pitch minus 25 and yaw 60, so that the shadows stretch like in the evening.
Change the intensity to 8 lux, then the temperature to 4800 Kelvin, so that the light feels warm.
Select Exponential Height Fog. Change the fog density to 0.02, then check volumetric fog so that the air appears slightly misty and the sunlight looks more dramatic.
Let's see the result up close. The arena now has walls, obstacles, pillars, and a beautiful sunset light. Click Save All to save the level and materials.
Press Play. Our character appears in the center of the arena. Try running, aiming, and shooting the pillars. Notice the shadows and fog that make the atmosphere more lively.
Done. The combat arena is now ready. In part 4, we will create enemies with artificial intelligence that chase the player, can be shot, and die. Don't forget to subscribe, like, and share. Goodbye. Want to become skilled at making games with Unreal Engine? Cerdas Inovasi Digital offers complete Unreal Engine courses, game and 3D character development services, as well as selling ready-to-use project files. Contact us via WhatsApp, or visit cerdasinovasidigital.com
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