Tremulous Forum

Media => Mapping Center => Topic started by: DIGI_Byte on July 21, 2006, 03:32:00 am

Title: Mapping- getting started
Post by: DIGI_Byte on July 21, 2006, 03:32:00 am
OK i tried to figure out what the mapping deal is but trying to figure out what i do first makes me go  @_@  its not cool there should be a sticky 'To Start Mapping' and it tells ppl what they need to map a succesful map, basically a runthrough of what to get and what to run and then the basics.

ok picture i just found about this game i got from  a friend who shared it through LDC+ and i loved it... i want to make a map.... now what!??

don't tell me to go back into Jaz's stuff becuase its very hard to follow what i need and other links are dead...
Title: Mapping- getting started
Post by: Catalyc on July 21, 2006, 04:36:52 am
First, head to the Tremulous Mapping Guide (http://tremmapping.pbwiki.com/) and follow the instructions on how to install and configure GTKRadiant for trem. Most of us will tell you 1.5 sucks so starting out with 1.4 might save some time later on :P

Second, you can use Google (http://www.google.com) or any other search engine and look for Quake3 basic mapping tutorials, the site I ussually tell people to check out is QWorkshop3 (http://qworkshop3.planetquake.gamespy.com/tutorials/). Tutorials are basically the same with a twist or two.

Taking for example the First Room Tutorial (http://qworkshop3.planetquake.gamespy.com/tutorials/firstroom/index.html), instead of using baseq3 textures you use the ones from the trem packs, which should be loaded if you followed instructions from the Trem. Mapping Guide correctly.
Next, Instead of using info_player_deathmatch for spawnpoints as most q3 engine based games would, Tremulous needs you to place a team_alien_spawn and team_human_spawn, these should be floating a couple of units above ground, you'll also need to place an info_player_intermission for the spectator spawn.

To compile your map you'll have to either configure your GTKRadiant BSP menu (a guide for this is pending), use a frontend, or compile by command line. If you're on windows, you can use the Q3Map2Build frontend, I made a quick guide here (http://tremmapping.pbwiki.com/q3map2build).

A few notes:I was planning on making a mapping101 page on the Mapping wiki, but I really haven't had the time (or the motivation) to do it yet.
Title: Mapping- getting started
Post by: DIGI_Byte on July 21, 2006, 04:47:01 am
Thanx lol, that is more like it. this should be a sticky for other ppl...
Title: Mapping- getting started
Post by: DIGI_Byte on July 21, 2006, 05:09:17 am
i can't find 1.4 anywhere the links are dead!?? plz help
Title: Mapping- getting started
Post by: zeta on July 21, 2006, 05:49:14 am
NO NO dont get 1.4 thats a nono LoL


1.5 guide is better

and 1.5 is MUCH better then 1.4
Title: Mapping- getting started
Post by: DIGI_Byte on July 21, 2006, 06:29:11 am
i just downloaded 1.4 ok where do i get 1.5 if the original links are dead!??
Title: Mapping- getting started
Post by: PIE on July 21, 2006, 08:42:34 am
You can find 1.5 at:
http://www.qeradiant.com/
Title: Mapping- getting started
Post by: Catalyc on July 21, 2006, 11:18:25 am
:roll:
Title: Mapping- getting started
Post by: Survivor on July 21, 2006, 11:22:03 am
1.2.13 FOREVER!  8)
Title: Mapping- getting started
Post by: Glunnator on July 22, 2006, 05:17:49 pm
butbutbutbutbut....
There ain't an editor for Mac?!?! :eek:
DOH :x
Me wanna make a map toooo.... :cry:
Title: Mapping- getting started
Post by: DIGI_Byte on July 24, 2006, 01:55:54 am
i got 1.5 and it sux big time i have my first map almost finished and it does NOT suck thank you all i need to do is get more textures (i have some but the editor cant 'see' them)

i need to make i door open by a person walking on a box in another location

i need a box to 'dissapear' i was thinking of making a button that dissapears for good and plays a crashing sound (im trying to replicate an air duct thingy burst open)