Nubcakes mapping log:
Alien Default for Waveform – Part 1.
This tutorial is designed for people who know the basics for GTK but want to make their map look that extra bit special.
First think of a theme for your map and know the look you are trying to achieve. In waveform, we are in a ship in low orbit around a planet, therefore the lighting will be light or light blue. I have decided to use as many standard tremulous textures as possible, to keep the download limit to a minimum.
I have decided to make the alien base in a cockpit. So the most important thing to think of right now is
A) The cockpit needs to look like a cockpit
B) Being an alien base it needs to be blocked off so trappers, tubes etc may be built and hard to destroy
C) What features will make this room stand out
So here is what I do:
1) Using Caulk (Common > Caulk) I build a basic room that I want to be the alien base. I know a good sized hall and room height is 192 units high and 192 units wide (press 7 on keyboard and it’s three units high/across). This also gives me plenty of room to add extra good looking features.
You will notice I haven’t added a roof yet. This is just my personal preference to do it last or when I absolutely need to. I tend to build my maps from the ‘ground up’ literally.

Also, you will see I added in an Overmind and left the wall off the far bottom room. I did this because the Overmind gives me a little bit of in-game perspective, and the missing wall will be where the actual cockpit will be .
2) Detailing the floor. If you look at my original shot, I haven’t used just one big piece for the floor. I use a series of smaller pieces that fit together to just fit the floor. I do this for a number of reasons;
A) Because it uses less system resources to ‘paint’ the entire surface
B) Maybe it’s just me, but a rarely get light leaks along the walls/floor doing this
C) So when it comes time to add detail (like now) it is far easier to do.
So to detail the floor, again, have a plan. For the theme of a ship, the cockpit/command area should be quite smooth and comfortable looking. Unlike the rest of the map that has metallic floors. I will try to use carpet or a smooth concrete, or something comfortable looking.
The room has been broken up into 3 distinct areas, the two halls leading into the base (which I will make metallic), the main area (including the OM in the ‘command’ area which shall be smooth/carpet/tiling) and the cockpit area (futuristic). This will require the area to be blended in a fair amount.
So, step by step.
A) Shift + click on my two hallway floors leading into the base. I then copy/paste them into a new GTKradiant. This is so I can see them more clearly and so I won’t be distracted by anything else. Don’t move the pieces around on your new GTK. This way you can simply just copy/ paste the new piece straight back into your main GTK.
B) I then start cutting the floor into the piece I would like (always try to have caulk selected when splitting up a brush so you don’t have to retexture the inside of the brushes) by pressing x and using the clipper tool. I have cut it as shown below

C) I then Shift + click on the surfaces to select one face only, and then texture it.

D) I then copy it straight back into my main map of the room. I do this for all surfaces.
The aim is to have a nice natural looking floor. The only technique I have used here is two point clipping (clipper tool). Use the keys 1 to 9, these are you friends, they change grid size.
Eventually as I detail piece by piece, and making some minor adjustments for the walls to suit my floor, it eventually looks like this:

This does not mean that the floor is done. This is just the simple layout that helps set the scene so I can adjust the area so suit the theme/gameplay.
Notes/tips to take away:
• It is generally easier to take apart a room piece by piece and work on it in a separate GTK
• If you have an identical wall on the opposite side of the room, just work on one wall then copy it and flip it.
• Make the room look uniform, that is, If you have a feature somewhere, make it a recurring one. In this case, it was simply the skirting around the floor to connect to the floor.
• Don’t try to build the room all at once, break it down.
Not Every map has to be built from floor up. For example, in the navigation room, this is the process I used:







Part 2) The Walls.
tbc...