I started of my 3D Arena game by creating only one room initially. It had 4 corner walls with altered edges. I did not create a roof for this room, due to wanting to start on the roofs of the rooms later in the creation process.
I then altered the first room by enlarging it to about three times its size, and then added more walls which then had the corners put back to normal. Once the new walls had been put up, I added a slanted floor to the end of the three walled rooms. This would serve as the spawn point for players using this map. The slanted floor would separate the spawn point from the rest of the Arena 3D environment.
I then created a cover for the spawn point. The cover not only offers protection from enemy NPC's, but also eradicates any feeling of exposure the player may feel upon spawning.
After the spawn point cover was completed, I put a roof onto the first two rooms, and then added a new room floor, in order to consider the construction.
With scene 7, I removed the spawn point shelter, and replaced it with a shorter roofless 'shelter'. The lack of roof and the short nature of the wall, behind the spawn, gives a greater sense of peril during game play, and gives a sense of challenge.
I then decided I needed another indoor room, environment. I then added a curved walkway to the arena and gave it walls. Upon doing that, I created a long floor to my environment at the end of the walkway and then added walls and finally a roof. I left openings at both ends, in order to carry on my 3D environment.
Upon the completion of the walkway, I began construction of a room, for the end of the walkway. I copied the floor of the walkway and enlarged it in order to create the floor of the end room. I then copied the floor of the room three times. The first time, I merely raised the new block in order to create the roof for the room. The other two times, I rotated them to create the walls, and decreased their size. I began creating a walkway in order to lead to the next room in my 3D Layout. I then merged this walkway with the third rooms floor.
I then created the first light in order to practice for filling the 3D level with lights. I made the particles move up in a cylindrical position upon spawning, in order to give it a torch look. At this stage, I had yet to create an in-engine torch holder, so upon spawn, it looked like the particles were coming out of nowhere.
After creating my first particle light in the level, I continued my level construction via using in-engine shapes. The ramp started off at the edge of the third room, and its intended destination is the fourth room, which in this screenshot, had yet to be constructed.
Upon creating the ramp, I began to create the fourth floor. I wanted to make the level reasonably high, and to make sure it had a strong sense of elevation. At the end of the large ramp, I added the fourth floor, which upon doing so, I created two mini ramps at the end of floor 4, in order to lead up to floor 5.
For floor 5, I created 4 pillars with walkways of a sort connecting them. Due to this floor 5 is small and primarily consists of walkways opposed to a block of solid land. Upon doing this, I began working on floor 6. I added another reasonably large ramp to floor 5, which leads up to floor 6.
Upon the completion of floor 6, I began working on adding greater scale to the arena. I duplicated floors one to six and moved then to a position parallel to the original placement of the floors. While basic, it adds more scale to the overall arena and a feel of symmetry to the floors. I also added another floor at the base of the second set of floors, in order to create a corridor leading to the large tunnel.
Upon doing this, I created the hall to the large tunnel in order to provide a quicker route to the elevated floors.I added extra walls, to the start of the ramps as well.
Upon the completion of the new corridor, I began working on floor 7. I started by extending floor 6 by adding two mini walkways and a identical platform on the other side of the mini walkways. I then created long ramps up from both sets of pillars and they both lead up to 7. Floor 7 was made long enough to cross over to both sets of pillars.
Upon completion, I added in two torches into my layout. The light was textured with a dark texture in order to give the level a possibly foreboding feel, especially since it is ultimately a dungeon.
Upon completing the first two torches, I began making the first set of invisible walls. The first invisible walls are at the start of the layout and are placed at both sides of the opening path.
3D Level via Unity Play Feature:
3D Level Via Full Game Render: