Editing Getting Started Mapping (section) From Quake Wiki Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits. Anti-spam check. Do not fill this in! =What's a map!?= A Quake level is created in level editing software specifically designed for the task. There are [[Mapping_tools#Level_Editors|several editors]] available, and all of them create [[Quake_Map_Format|.map files]]. These .map files are used by Quake compilers to generate the final [[Quake_BSP_Format|.bsp file]] levels that can be loaded by the Quake engine. Think of the .map file as a blueprint, and it contains instructions of how to make all the solid geometry of a level, and where all the lights and monsters and pickups should go. There are 2 major objects used to make these instructions: Brushes and Entities. ==Brush: Your basic building block!== [[File:Brush.png|thumb|A brush]] Our basic building block for constructing a level is the [[brush]]. All of our level's solid geometry will be constructed from brushes. But what do we mean by 'brushes'? The semi-technical definition in Quake level creation is that they are [http://en.wikipedia.org/wiki/Convex convex] [http://en.wikipedia.org/wiki/Polyhedron polyhedrons]. The less technical definition is that they are 3D objects made of faces which cannot 'see' each other. Most commonly, you will use [http://en.wikipedia.org/wiki/Cube cubes] or [http://en.wikipedia.org/wiki/Cuboid cuboids], but know that any convex polyhedron is allowed. It's ok if your head is spinning from reading all that, even if you don't fully understand that definition, using brushes in Quake editing software is easy, and the hard work of mathematically defining them is done for you, hidden away in the background. All you need to do is plop them down, and arrange them to make the walls and floors of your level! ==Entities: The life of the party== [[File:Entity.png|thumb|left|A few entities]] So we have brushes to define our world's geometry... but it wouldn't be a Quake level without [[Weapons|weapons]] and [[Monsters|monsters]]! And [[Entity|entities]] are just that, they are any of the functional objects defined in the game code for you to place into your level. There are 2 types of entities: Brush entities and Point entities. Brush entities are things like doors, platforms, and trigger volumes; they are any functional object which need brush geometry tied to them to do their job. Point entities are things like weapons, monsters, and lights; they are all objects which are just simply dropped into place (at a point) in the world. Entities of both types have various properties that can be edited by the designer to modify specified effects on the entity. Each property is a combination of a 'key', which is the name of the properties, and it's 'value'. As an example, light entities have a key called 'light', and its value is set to whatever brightness you want the light to be. ==Textures Wads and Compilers== [[File:Textures.png|thumb|Some textures]] To round out our definitions, let me also talk about some external things we will need along with our .map file to create our final .bsp level. Each face of a brush is allowed 1 [[Textures|texture]], which can be rotated, scaled, and translated. But where do we get our textures? They are stored in [[Texture_Wad|.wad files]], which are a collection of textures to be used in levels. If you are familiar with older Doom/Doom2 level design, these are NOT the same as their [http://doomwiki.org/wiki/WAD WAD files], despite having the same name. We also need [[Map_compiling|compilers]], which take our raw .map file and turn it into a .bsp file which Quake can load. There are 3 compilers which are used: [[QBSP]], which turns the .map into a .bsp. [[Light_(map_compiling)|Light]], which calculates all the lighting information in the .bsp using our .map's instructions. And [[Vis]], which calculates visibility in the level to optimize Quake's rendering. Summary: Please note that all contributions to Quake Wiki are considered to be released under the GNU Free Documentation License 1.3 or later (see Quake Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here. You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission! To edit this page, please answer the question that appears below (more info): Who created the Quake Soundtrack (Hint: In three uppercase letters)? Cancel | Editing help (opens in new window) Retrieved from "http://quakewiki.org/wiki/Getting_Started_Mapping"