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Editing Getting Started Mapping

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=What's a map!?=
 
=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.
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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 [[BSP|.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!==
 
==Brush: Your basic building block!==
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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.
 
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.
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=Tools of the trade=
 
=Tools of the trade=

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