Editing Mapping tutorials 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! A good number of tutorials are based around the old favorite [[WorldCraft]]. Many parts of [[Quake]], Quake 2 and Half-Life tutorials are interchangeable. So here are some guides and tutorials for all three engines. ===Basic and Intermediate Tutorials=== [[Getting Started Mapping]] :A basic [[Trenchbroom]] tutorial by [[Scampie]]. [http://web.archive.org/web/20090506031258/http://hosted.planetquake.gamespy.com/worldcraft/index2.shtm "The Forge"] :The official site for worldcraft 1.6 It details many things involved in making your own maps for quake1 and/or quake2 using worldcraft. The site includes some sample maps to show how some of the (otherwise abstract) ideas like a switch door or "path_corners" work. [http://www.visi.com/%7Ejlowell/thred/editing.html Quake Editing Tips] :An older and somewhat short question and answer session with American McGee, Tim Willis, Jim Molinets and a few others. Some of this info is now well known to mappers but there may be a thing or two newer mappers don't know. The info is all very old though. The site is dated September 27, 1996 [http://web.archive.org/web/20070824235721/http://www.gamedesign.net/?file=rust/content Rust - Level Design Tutorials] :A collection of editing tips and tutorials for games based on a various engines. You may want to check the Quake 2, Halflife, and Generic tutorials. Some bits and pieces from other sections could be helpful as well. [http://web.archive.org/web/20030206034529/http://vibrants.dk/jchq/faq.htm JCH Headquarters Advanced Half-life editing FAQ] :Aimed at halflife there are many things that are not useful to the Quake1 mapper. Some of the things are still very useful to the Quake1 mapper. Its easy to fallow "FAQ" setup will answer many of the questions mappers have. [http://web.archive.org/web/20020112020304/http://www.gamedesign.net/?file=rust/content/quake2/tutorials/poly_count Polygon Reduction Methods] :by David Hyde, Mad Dog, and Richard Neff. This is aimed at Quake2 and it is very informative. The screenshots are taken using Quake2's gl_showtris command which Quake1 is lacking. This tutorial is in the Rust Tutorials but the concept is so important its being linked seperately here. [http://web.archive.org/web/20030219113111/http://www.planethalflife.com/davej/detail_versus_design.htm DETAIL VERSUS DESIGN] :This is a short editorial by Dave J on when design the overal design of a map is more important then the fine details. He uses Halflife as referance... but there are some cases of detail overpowering design in Quake maps. Since details are often harder on the engine it is extra important to find the right balance for maps designed for Quake use. [http://web.archive.org/web/20131028004037/http://spawnhost.wordpress.com/tutorials/quake-1-radiant-tutorial/ Extensive Radiant Tutorial for Quake 1] :An extensive radiant setup/usage tutorial. Even talks about Quoth setup/usage. 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/Mapping_tutorials"