Cool thing is that these tips apply not only to Quake but to level design in general. You squeezed a minute of gameplay from just a few rooms and corridors. Amazing stuff.
I'd go so far as saying that applying levels of abstraction extends beyond level design. What if you're making a rpg and you wanted to make a quest of getting a "burger" more interesting? How do you write a mystery novel that eventually reaches your climatic reveal? It's almost as if this is not a tutorial about quake mapping as it is a lesson in a fundamental aspect of design that just so happens to use quake mapping as a "platform" to potray this very abstract concept.
Great tutorial, short and sweet. I think my biggest issue when mapping is I forget to play with verticality as much when I'm always looking at them from a top-down perspective. Nothing makes a level feel more bland then staying at the same floor level the whole time.
I love how you used that staircase leading down to the button by placing an ogre with the high ground to fight on the way back up. Getting the most value of your layout.
I personally only play quake live, but im making an arena fps with my friends and i was having trouble making decent maps. but this is exactly what i needed, tysm!
Excellent demonstration and thorough explanation. I would go so far as to suggest this iterative approach is just as true for any medium in which you'd like to structure a narrative. Drama is achieved through hide and seek, or in the language of this video, by defining a series of abstractions between the player agency and their goal.
Been mapping a bit for doom and watching tutorials for awhile on other topics, this no joke is one of the best pieces of advice I've ever seen. And it's explained directly and clearly. I wish you did 3d modeling and animation as well. Thanks!
Great video! I loved the trap at the end; I love how much you did with so little! ID Software is known for doing a lot with a little. It's a fascinating philosophy that really helps something stand out.
Really starting to love your tutorials. Always avoided using Trenchbroom because of it's "new" interface in comparison to old school tools like worldcraft but I must admit that you're a lot faster in Trenchbroom than most other people in any other quake level editor.
I've played games my whole life and I feel that on some level I knew most of this, even watching you play the level felt very natural to how it would progress. But I had never had someone put these ideas into words and now I feel it will be easier for me to write my own level layouts. You've been a wonderful help, thanks!
Just wanted to say, thanks for this 'tutorial'. These skills learned from this can be transferred to nearly any other game. I map for Doom 2 and have started mapping for Quake 3, but might try my hand at Quake 1 sometime. Cheers! :)
Thank you! This explanation is exactly what is missing in most mapping tutorials. I'm a mapper which is good with elaborate brushwork and making things beautiful, but i had severe difficulties on how to plan a level properly for good gameplay. Of course i also asked around in the scene, and was getting answers, but none of those was as straightforward, precise and helpful as your explanation here. Hopefully this will help a lot of mappers, and maybe we will see a release by me soon too! Kudos!
thanks for this video, very helpful! will be trying to apply these principles to 3d sandbox levels with multiple goals - i think this kind of design flow would work well there too
I absolutely love your mapping tips videos. I could watch them every day, I love arena fps level design analysis and tips, I can't get enough of it. Subbed, would love to see more of this kind of stuff. 🤍🔥
I just finished my mini campaign for Black Mesa only to find out that I have no direction for my next map. This abstraction based mapping is so useful for mapper's block.
I had an Intellivision as a kid, and one of my fave games, and my Mom's, was BurgerTime (arcade port). I never thought of an fps version tho... BurgerQuake: Rise of the Franchise. Hmmm... it's got possibilities. Good video, btw. I might have actually learned something, even tho I'm a ttrpg guy, not a game designer or modder.
I can see some little pieces of walls that have 45° degrees angle that seem to be 22.62 (hypotenuse of 16) wide. Doesn't that make it hard to texture? Shouldn't we build 45 degrees with 3/4s ? Great vid btw
It's not a hard and fast rule, there are few that are. If you're working with seamlessly tiling textures you can often get away odd surface sizes. In the end, my 45 degree tutorial was to just show how to do it "right" if you wanted to.
I think your concerns ignore that people wanting to make things in the first place will often explore the tools and take the tutorials and lessons as a crafting guide and not a creative guide. For instance, many artists in, say, anime style will begin by learning how to draw and paint from life and this is to build fundamentals and crafting techniques to get ideas out on paper. It's after that they will move into anime drawing, taking all of the life drawing lessons with them. I think you can look at teaching map making in the same way. The technique is only half of what goes into creation of something. The thought process is just as important and that's always an individual's style.
Looking forward to the Delicious Burger Mod release date
Cool thing is that these tips apply not only to Quake but to level design in general. You squeezed a minute of gameplay from just a few rooms and corridors. Amazing stuff.
I'd go so far as saying that applying levels of abstraction extends beyond level design. What if you're making a rpg and you wanted to make a quest of getting a "burger" more interesting? How do you write a mystery novel that eventually reaches your climatic reveal? It's almost as if this is not a tutorial about quake mapping as it is a lesson in a fundamental aspect of design that just so happens to use quake mapping as a "platform" to potray this very abstract concept.
@@glarchive7296 Most creative fields mirror each other in subtle ways.
Very good point!@@glarchive7296
You meant "a minute of gameplay from just a few rooms and corridors", and enemies, and gun mechanics, and pick ups, right?
Good tutorials on level design are surprisingly hard to come by, thank you a lot for this!
I like how the last step uses weapons/items and monsters as 'bread crumbs' to hint to the player where to move to/explore and where to look.
Great tutorial, short and sweet. I think my biggest issue when mapping is I forget to play with verticality as much when I'm always looking at them from a top-down perspective. Nothing makes a level feel more bland then staying at the same floor level the whole time.
I love how you used that staircase leading down to the button by placing an ogre with the high ground to fight on the way back up. Getting the most value of your layout.
I personally only play quake live, but im making an arena fps with my friends and i was having trouble making decent maps.
but this is exactly what i needed, tysm!
0:25 Actually would love to hear map analysis on one of your own maps!
Excellent demonstration and thorough explanation. I would go so far as to suggest this iterative approach is just as true for any medium in which you'd like to structure a narrative. Drama is achieved through hide and seek, or in the language of this video, by defining a series of abstractions between the player agency and their goal.
Been mapping a bit for doom and watching tutorials for awhile on other topics, this no joke is one of the best pieces of advice I've ever seen. And it's explained directly and clearly. I wish you did 3d modeling and animation as well. Thanks!
this is a great demo of what makes maps fun!!
i actually did need this. thanks mate.
Great video! I loved the trap at the end; I love how much you did with so little! ID Software is known for doing a lot with a little. It's a fascinating philosophy that really helps something stand out.
i come back to this video all the time, you hit it out of the park!!!
Really starting to love your tutorials. Always avoided using Trenchbroom because of it's "new" interface in comparison to old school tools like worldcraft but I must admit that you're a lot faster in Trenchbroom than most other people in any other quake level editor.
Great stuff! Simple, straight to the point, very informative.
Oh, WOW! I have been waiting for something like this for a while; a recent map of mine had a bad layout. This is awesome!
This is such a smart way to present how to put fun into levels, outstanding.
I've played games my whole life and I feel that on some level I knew most of this, even watching you play the level felt very natural to how it would progress. But I had never had someone put these ideas into words and now I feel it will be easier for me to write my own level layouts. You've been a wonderful help, thanks!
Just wanted to say, thanks for this 'tutorial'. These skills learned from this can be transferred to nearly any other game. I map for Doom 2 and have started mapping for Quake 3, but might try my hand at Quake 1 sometime. Cheers! :)
This short video taught me a lot.
This video has help me so much with making my own game in UE5
Those heavy grenade bounce sounds
Thank you! This explanation is exactly what is missing in most mapping tutorials.
I'm a mapper which is good with elaborate brushwork and making things beautiful, but i had severe difficulties on how to plan a level properly for good gameplay.
Of course i also asked around in the scene, and was getting answers, but none of those was as straightforward, precise and helpful as your explanation here.
Hopefully this will help a lot of mappers, and maybe we will see a release by me soon too!
Kudos!
thanks for this video, very helpful! will be trying to apply these principles to 3d sandbox levels with multiple goals - i think this kind of design flow would work well there too
I absolutely love your mapping tips videos. I could watch them every day, I love arena fps level design analysis and tips, I can't get enough of it. Subbed, would love to see more of this kind of stuff. 🤍🔥
Great vid! Would love more of these! :)
Couldn't find the burger prefab in TB, so couldn't follow along. :(
You can find the burger prefab on my patreon, only $37 a month.
@@Slipseer Shit that is a steal
This is such an amazing video! Props!
Thanks, this is awesome, plus I love the layout
Extremely well explained sir. I am trying tto learn level design and yout explanation was very good!
Ah yes, the secret enemy-dropping door that opens after the button press~
I like the layout of this example map 👍👍👍
That's really useful for level design!
Great to see a live evolving example
Great video! Very distilled and educative!
Very cool video. Such a simple concept and the end result here is really interesting!
Best video on RUclips for making maps in any type of game.
Other great videos are also from:
Dumptruck
Steve Lee
I still think this by the way!
Quake is a perfectly designed game. Gunplay and enemies provide perfect satisfaction. This was an awesome tutorial.
I just finished my mini campaign for Black Mesa only to find out that I have no direction for my next map.
This abstraction based mapping is so useful for mapper's block.
thank you soooo much for making these videos there is barely anything on youtube about map design
I think this fits to any fps map making. Good video.
Shigeru Miyamoto approved this video 🍄
Awesome video! just what I was looking for
"You got the delicious burger"
very insightfull!
Exactly the type of video I needed.
Very interesting ideas here
Nice...but, but...where'd the burger go at the end :qcry:
In my belly
I had an Intellivision as a kid, and one of my fave games, and my Mom's, was BurgerTime (arcade port). I never thought of an fps version tho... BurgerQuake: Rise of the Franchise. Hmmm... it's got possibilities. Good video, btw. I might have actually learned something, even tho I'm a ttrpg guy, not a game designer or modder.
I can see some little pieces of walls that have 45° degrees angle that seem to be 22.62 (hypotenuse of 16) wide. Doesn't that make it hard to texture? Shouldn't we build 45 degrees with 3/4s ?
Great vid btw
It's not a hard and fast rule, there are few that are. If you're working with seamlessly tiling textures you can often get away odd surface sizes. In the end, my 45 degree tutorial was to just show how to do it "right" if you wanted to.
Noice.
This is the secret sauce
👍Good Video
Hace rato busco como hacer mapas en quake 1, gracias por el video, ya me suscribi
very nice
great video, what is the scale of one grid cell, 1m?
Great!
Do you know how Amid Evil did their levels? It seems like they're previous modders, but I don't think you can use Trenchboom in Unreal.
Great. Now I want a burger...
Are you guys doing mental visualization also or I am over complicating for no reason?
how did you make those doom-like monster closets?
Just make a small room, put a door in front of it, and trigger the door.
Fantastic way to break it down and only 3 years late! 😂
Abstraction or obstruction?
Abstraction, which in this situation, is often obstructions.
What texture pack was used?
Found it, it's called "Prototype texture pack".
What wad are your using to block out your levels?
Prototype by Khreathor
I think your concerns ignore that people wanting to make things in the first place will often explore the tools and take the tutorials and lessons as a crafting guide and not a creative guide. For instance, many artists in, say, anime style will begin by learning how to draw and paint from life and this is to build fundamentals and crafting techniques to get ideas out on paper. It's after that they will move into anime drawing, taking all of the life drawing lessons with them. I think you can look at teaching map making in the same way. The technique is only half of what goes into creation of something. The thought process is just as important and that's always an individual's style.
So many maps have you hit a switch…and you have no idea what it did. So basic yet so commonly forgotten.
hey What's the dev textures you use for this thanks
Prototype by Khreathor
Anyone else hungry?
I don't think this guy actually understands what 'abstraction' means.
this guy