Author Topic: basic mapping (quick and dirty)  (Read 7313 times)

vcxzet

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basic mapping (quick and dirty)
« on: July 12, 2006, 03:08:52 pm »
I assume you followed the instructions on http://tremmapping.pbwiki.com/GtkRadiant1_5-Win32
now open gtkradiant 1.5 and select textures->arachnid2

then select the texture which pleases you more I selected the first one (001metal) Now draw a rectangle to the grid area. Select QE from the toolbar then resize the box with it to 512x512 (you can use mouse whell to zoom in/out and right drag to pan)

Hit xyz button and set the height of the rectangle to 256 (again with QE tool)

Use xyz button again to go back to top view (you should see Y-X on the grid area)
Hit hollow button
Then you need to add the following info entities to the map (right click select the entity) , position it ,and hit ESC.(within the grid area)

1)info_player_intermisson (when you first join the game you will be positioned there)
2)info_alien_intermisson (when you joined aliens you will be positoned there)
3)info_human_intermisson (when you joined aliens you will be positoned there)
You can change the vertical position of the entity after you added it
if it is not selected select it from the 3d preview via shift+click
(once you right click you will see you are able to travel in the 3d preview window use mouse and arrow keys. use shift click to select an entity) then you can use Kpad + and Kpad - to raise and lower the entity respectively)

Add overmind reactor and alien/human spawn entities like you added info entites

1)team_alien_overmind
2)team_alien_spawn
3)team_human_reactor
4)team_human_spawn
(dont forget to hit ESC after adding each)

Add a light entity
when it asks for the intensity say 50 and positon it to center vertically from the 3d preview and from the grid area positon it in the XY plane (top view) then hit space (this will clone the light) and positon it then continue until you have enough lights(?) and hit ESC when you add the last

Save you map as Blah.map
Build your map

When it finish start tremulous, call the console (~)
/SV_PURE 0
/DEVMAP Blah
It should start ( D: )

[db@]Megabite

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basic mapping (quick and dirty)
« Reply #1 on: July 12, 2006, 04:04:00 pm »
Not another guide telling people to hollow and csg-substract...  :eek:

Please don't start writing tutorials after 3 hours of mapping teaching people the best ways to create broken maps. Overlapping brushes as created by "hollow" are a nono²!

Danny :(
url=http://www.tremulous.info][/url]


vcxzet

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basic mapping (quick and dirty)
« Reply #2 on: July 12, 2006, 04:40:45 pm »
so... what is the best way to start?

zeta

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basic mapping (quick and dirty)
« Reply #3 on: July 12, 2006, 04:43:03 pm »
clipper is ure friend

i ahve learned this xD, after a guide just like u made

and make each wall by hand, it can be faster if your good
img]http://img50.imageshack.us/img50/6568/mysig0va.jpg[/img]

PIE

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basic mapping (quick and dirty)
« Reply #4 on: July 12, 2006, 05:23:29 pm »
.. yeah... about 1.5  .. look at the very bottom of this
http://tremulous.net/phpBB2/viewtopic.php?t=697

tried twice.. i have this same problem every time.. it would be nice to learn to map in GTK radient... but.. first it has to work.

[db@]Megabite

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basic mapping (quick and dirty)
« Reply #5 on: July 12, 2006, 06:01:10 pm »
/me strokes zeta

Good boy ;)

Danny
url=http://www.tremulous.info][/url]


vcxzet

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basic mapping (quick and dirty)
« Reply #6 on: July 13, 2006, 11:10:07 am »
Quote
BASIC

I searched internet again and again, but I've found no basic mapping tutorial that contains clippers So If someone believes it is the best method to start with, please make a tutorial. And I dont know if it is good or bad to use clippers just to make a basic box  :roll:  :roll:  :roll:

zeta

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basic mapping (quick and dirty)
« Reply #7 on: July 13, 2006, 04:52:50 pm »
for a box all you need to do is make each wall and celing by hand, it will be 4 boxes all together

wanna make a opening in the box use the cliper to cut out the door and then make another 4 more boxes for the hallways, now u can get creative with your hallways too


add pipes and shit, cuz this game can support better graphics.
img]http://img50.imageshack.us/img50/6568/mysig0va.jpg[/img]

vcxzet

  • Guest
basic mapping (quick and dirty)
« Reply #8 on: July 13, 2006, 05:09:22 pm »
Quote from: "zeta"
for a box all you need to do is make each wall and celing by hand, it will be 4 boxes all together

wanna make a opening in the box use the cliper to cut out the door and then make another 4 more boxes for the hallways, now u can get creative with your hallways too


add pipes and shit, cuz this game can support better graphics.

4? do you mean 4-walls, 1-ceiling, and 1 floor
thanks I'll try it

zeta

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basic mapping (quick and dirty)
« Reply #9 on: July 13, 2006, 05:19:27 pm »
ya so 6 walls, sry lol

havent had geometry class yet AHAHHAHHAHAHAAAHHA

i just passed algebra one xD
img]http://img50.imageshack.us/img50/6568/mysig0va.jpg[/img]

Teiman

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basic mapping (quick and dirty)
« Reply #10 on: July 13, 2006, 06:21:01 pm »
Quote from: "[db@
Megabite"]...the best ways to create broken maps. Overlapping brushes as created by "hollow" are a nono²


So this why all my maps sux!.

But creating closed architecture is hard!

Revenant

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basic mapping (quick and dirty)
« Reply #11 on: July 14, 2006, 07:59:46 am »
I tried not to use hollow or subtrct at all, because it can create many bugs, especially subtract.  One time, when i was but a new mapper, i made this sweet ass map, and it wouldnt compile :(  And it was all because of stupid subtract. So i found those brushes, and recreated them with clippers and it worked perfectly.  

Clipper:

Clipper is pretty easy to use, you just holld ctrl and right click at 2 points and it will cut along that line.  If you press enter, it will delete the red hi lighted part and keep keep the yellow.  If you press shift+enter, it will just split the brushes.  If you want to switch which side is yellow, press ctrl+enter i think it is.  There is also the matter of 3 point clipping, but thats a little trickier, because you have to place the third point on a different axis, and it takes some good 3d thinkin to get used to it.


Other usefull shit:

space bar= clone brush  (very usefull for repeating crap)
umm, im having trouble thinkin of more stuff :S
S=surface inspector (the fit option is very usefull for fitting textures)
cctrl+alt+shift=select multiple faces in 3d window
ctrl+arrows=resize texture
shift+arrows=align texture
shift+page up/down=rotate texture





Level Design Process:

You dont wanna just jump right into the mapping and "go with the flow" or it will end up cripplling your map in the end(unless your pro, like me :P ).  You should sketch it out on graph paper and decide where all the bases are going to be and shit like that

Layout Elements:

Connectivity:
You dont want to get what many mappers get; room-hall syndrome, or your maps will not have good connectivity.  Sometimes a room to a hall to a room is good, because it adds choke points where a team can defend, but you still wanna try and get fairly good connectivity throughout your map. BE WARNED: you also dont want to give too much connectivity, or it will end up like swiss cheese :S .  Usually around 2-3 ways into a base is good.

Flow:
You DONT want dead ends in your level, because these ruin the flow.  If you constantly have to turn 180s, you will start to get annoyed at the level. The only places that are good for dead ends, would be places for bases.

Architecture:
You do want to provide some nice visuals, but not go overboard, or your performance will take a big hit.  You want to have some architecture for dretches and other players, to have cover, but not make too muchh, or wallwalking will be too annoying. Its all about finding a nice balance.  For example; tremor, has nice visuals, great performance, places for dretches to hide, but not too hard to get around.


Continuing the Process:

After you have a nice layout sketched out, maybe just churn out a simple little alpha version with simple architecture, lighting, and textures.  This is just to test if the layout of the map works.  Get a few of your buddies together, for a private testing game.  You could even talk to a clan and ask if they want to help you out.  If the layout works, awesome :) , go ahead and start detailing it with nice architecture and textures and lighting.  If it needs a few changes, change it, and test it again, then if its good, detail it.  Dont be afraid to suck it up and scrap it if it doesnt work, because the whole point of the alpha, is to see if it works.


DISCLAIMER:

Ive nevver actually mapped for tremulous at all :P  , but most of the principles are the same with any team game, or really FPS in general.  Some of my ideas that i wrote down, have been a collection of stuff that i learnt from other tuts, especially one for promode (i forget who did it :( )


Anyways, i just was going to answer a question, and i ended up writin a small tutorial :S  What a waste of time :P

vcxzet

  • Guest
basic mapping (quick and dirty)
« Reply #12 on: July 16, 2006, 02:48:16 pm »
thanks Revenant

tutorials:
http://bubba.planetquake.gamespy.com/mapping.html
http://www.richdiesal.map-craft.com/tutorials/index.html
http://qeradiant.com/manual/
http://www.google.com

not mapping related but useful:
http://rfactory.org/
http://rfactory.org/MenuDef/q3tamenu.html#toc3

notes by mappers:


Quote from: "soubok"
Perhaps the best thing to do is to give some good advises to mappers.
- do not use hollow
- DO NOT USE SUBSTRACT
- walls should be thicker than 8
- do not overlap brushes
- avoid face overlaping

and others in this topic