Author Topic: Mapping Request: Advanced tutorial  (Read 1747 times)

Eiii

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Mapping Request: Advanced tutorial
« on: December 27, 2005, 05:54:12 AM »
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...

Dirty_Taco

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« Reply #1 on: December 27, 2005, 01:27:09 PM »
Post removed
« Last Edit: July 26, 2010, 01:03:17 AM by Dirty_Taco »

Eiii

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Re: Mapping Request: Advanced tutorial
« Reply #2 on: December 27, 2005, 06:45:48 PM »
Brush-based things in general are unmanagable. I've used more than one editor. BSP is the best for me.

BoB

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Re: Mapping Request: Advanced tutorial
« Reply #3 on: December 27, 2005, 07:18:54 PM »
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

Eiii

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Re: Mapping Request: Advanced tutorial
« Reply #4 on: December 27, 2005, 07:21:14 PM »
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.

nXe

  • Stingray
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Re: Mapping Request: Advanced tutorial
« Reply #5 on: December 28, 2005, 01:26:07 AM »
Quote
Brush-based things in general are unmanagable.

Then how the intercourse do you plan on mapping for any video game??? lmao...

jitspoe

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Re: Mapping Request: Advanced tutorial
« Reply #6 on: December 28, 2005, 11:51:35 AM »
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...

nXe

  • Stingray
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Re: Mapping Request: Advanced tutorial
« Reply #7 on: December 28, 2005, 12:49:21 PM »
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.