Digital Paint Discussion Board
Development => Mapping => Topic started by: Eiii on December 27, 2005, 06:54:12 AM
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Okay. I think someone should make a FULL tutorial on making a fairly advanced map-- with terrain and such. The Badlands2test is a good example of what I'm thinking about. Or, siegecastle or something.
Now, on to the reason. When I try to build any mildly complicated map, the brushes just become unmanagable. Too many on top of each other. Yes, I use groups, but they don't help. Brush based things are just so restrictive...
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Brush-based things in general are unmanagable. I've used more than one editor. BSP is the best for me.
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www.gamedesign.net Everything you're going to need to know about mapping for quake 2 is going to be on that website.
For people to dumb to know how to navigate a website here's the link to all the tutorials http://www.gamedesign.net/node/42
and here's the link to the entity list http://www.gamedesign.net/node/21
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That doesn't have at all what I'm talking about. I think it would be nice to have a tutorial that follows the complete construction of a map. Design, construction, everything.
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Brush-based things in general are unmanagable.
Then how the intercourse do you plan on mapping for any video game??? lmao...
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Brush-based editing is a LOT more manageable than polygon-based editing, in my opinion.
As for tutorials... I'll get to them at some point... maybe...
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no, i know a better way... lets just map out verticies! Compile your map with a XXXXXX list of cordinates and arguments as to / wall / texture / solidity / opaquecy / etc... good old days of Doom.