DISCLAIMER:Apologies ahead of time to the people who actually have done this so skillfully already. We lamers who just want to play around understand
exactly how far we have to go, but everyone has to start somewhere. It's often easier for the nearly-total Newb to teach the total Newb than it is for the GuRu to do so ... they forget how much they know.
First off, you need the game. If you do not have Q3 and the tremulous mod working, you will need to do so. Go ahead, I'll wait.
You also need the editor,
GtkRadiant. Again, make sure you can fire it up and make the
Basic Room. If you cannot get this working, bug them.
You need to grab the Tremulous
entities.def file. This tells the editor what objects can be placed in the map and what they look like. Go to the directory/folder where you have Quake3 installed. Then go into the sub-dir/folder named 'tremulous'. Create a new folder/dir named 'scripts' (without the quote marks). Put the entities.def file into that directory.
Fire up radiant again. Open the File > Project Settings dialog and change the 'Select mod' drop down to 'Custom Quake III modification'. Then enter 'tremulous' (again, without the quote marks) in the fs_game box.

Close radiant and restart it. (Yell at the developers of Radiant if you're getting tired of the splash screen)
As in the tutorial above, create a 256x256x256 room and texture it. You might want to use a Tremulous texture set instead of a Quake3 one. Your own textures would be even better ...
Instead of the info_player_deathmatch entity, you need to add the info > info_player_intermission (which is the starting point for spectators). You should also add:
- team > team_alien_spawn
- info > info_alien_intermission
- team > team_human_spawn
- info > info_human_intermission
The info points provide the point of view that players see before they spawn.
That's enough. Build up your level (per the normal method) and quit out.
Next you will need a .arena file. This is just a short text file that tells the engine a little about your map. Fire up your favorite text editor and put this information into it:
{
map "example"
longname "Example"
type "tremulous"
}
The map should match the exact name of your map. The longname can be more fanciful if you like. The type had better remain "tremulous" or you're just wasting my time. Save this as 'example.arena' (replace 'example' with whatever you named your map).
Now you are ready to pack up your map. Create a new directory/folder of any name you like, just for a clean start. Inside of this, create two more directories/folders, one named 'maps' and the other named 'scripts'. Copy your .bsp file into maps and your .arena into scripts.
In the directory/folder that holds these two folders, create a ZIP file of these two and their contents. You
could name it anything you like, but map-
example-x.y.z is a nice custom (where x.y.z is the version number).
Change the name from whatever.zip to whatever.pk3. (File extensions are
soooo 1980s)
Copy the .pk3 file into your tremulous directory (where all of the other maps are). Mine (with the .map file included, just 'cause I'm a schwell guy) is
here.
Start up tremulous.
Get into the console (defaults to the '~' key)
Type '/devmap example' (or whatever you named your map, without the quotes).
It should load up and give you the world's simplest Tremulous map.
Now make a good one. :lol: