⚠IMPORTANT: Trenchbroom has had some user interface changes since this video was published. Please refer to the user manual if you can't find something mentioned.⚠
"We'll just add a couple of happy little pillars over here...add a happy little zombie over here...just so we can beat the devil out of him when we playtest. That's my favorite part."
5 years later and this tutorial still holds up incredibly well, it was concise and to the point. There wasn't a single moment where I got confused or lost. Cheers to you man, thanks for the awesome tutorial.
I've been Doom mapping for a few years and recently decided to give Quake mapping a shot. Literally started yesterday. The differences mapping in Doom to Quake seem pretty huge, but your videos are an absolute godsend. I really appreciate that you took the time and care to clearly parse each phase of the map making process, because I'd be lost already of it weren't for these videos.
I have watched youtube tutorials on a wide range of subjects and yours is as good as any. Putting these together is not easy. Thanks for being clear, concise and accurate. But most of all for not making us listen to bad music. Keep up the good work
I've downloaded/installed everything, followed instructions, started to build my first level, noticed maps in Jonathan's source folder, opened start map just to see how it's done... ended up playing Quake for 3h.
Hahaha yeah, I underestimated Quake's ability to hijack half of my day :) Also, I forgot to thank you for your effort in making these great videos, it is always difficult to start with unfamiliar software, your tutorials made it almost seamless.
As an artist, I haven't done anything in almost ten years before getting back into quake for the first time since the skeletal animations became commonplace. At first it started with me being inspired to draw up a new tattoo of Quake themself, then I started being inspired to draw more of these monsters that seem to have inspired so many monsters that came afterwards in the PSX horror scene. Now I want to start taking all the designs I've made and start making focused pixel renditions of them, and create entire environments and stories that take place in this world between slipgates. Edit: Just made my first practice room based on this tutorial. It's a giant cathedral of blood, wood, and copper devoted to Quake with zombies and a couple soldiers, with a trigger that releases the shamblers if you defile the pulpit with your presence, which also uncovers some more rockets for the grenade launcher. I spent all night on it lol
Thank you so much for a modern and clear video on this! The setup for these kinds of tools can be really frustrating as a new comer, trying to browse ancient forums and figure out what everyone's using. I'd love if you did some short mapping technique tutorials or even just design reviews of some maps you made before.
Thanks mick. This is exactly why I decided to do this. I'm experienced and sometimes get lost in the weeds. So, this is the first in a series. You'll be pleased with what I have planned! The next tutorial will be focused on compiling issues as that is the most common thing for newbs. After i get thru the more structured tutorials I will move on to techniques. If you have any requests please let me know.
Thanks for this, tried mapping for many other games and its never been this easy. I was kind of surprised when I got my first map up and running before I even finished watching the video. I can see why quake mapping is so addicting.
Just tonight I decided to delve into Quake mapping for the first time, and I have to say, you are a savior. I was following another tutorial online, and it must of been outdated somehow, because no matter what my map just would not compile and I could not play, and no fix I read online would work. Luckily, I made the decision to delete everything, start over from scratch and start following this tutorial instead, and I have absolutely no idea what the previous issue was, but now everything is working flawlessly. I was so relieved to not see any errors on the compilation window...
THANK YOU! Tried my hand at Hammer about a decade ago and never got far, this is awesome! The videos aren't too slow or too fast and offer great examples of good uses of simple tools. Keep up the good work!
A great series of videos! Thank you so much for these! I taught myself a lot about Doom editing back in the day (which in turn, taught me a lot about game development) but I never made the transition to 3d level creation until today. I opted for Quake 1 as a starting point and I'm amazed how relevant it remains today with people like yourself still creating content for it (and doing such a damn fine job too!)
This is how you recognize a good game. I sometimes joke about how a game is old enough to go to school. This game is old enough to have kids that go to school... And here we are, a tutorial for a mapeditor for such an old game. And I bet custom maps for Quake are more fun than most modern shooters altogether.
I just have to say that this, as well as the rest of the series, are hands down the best tutorial series when it comes to Quake mapping!! Thank you so much!
Hey just wanted to say thank you so much for this tutorial series! I just finished the whole thing yesterday and can't wait to get started mapping. I took a long break from game dev & level design because I was burnt out by it, but you've made it fun and exciting again. I'll definitively be suggesting your tutorials to friends and anyone interested in learning mapping. Keep up the amazing work! 🙌 And thank you for the quick replies to the questions I had on a few videos. Some RUclipsrs post a tutorial and no longer bother. I really appreciate it.
Just finished this and felt happy to finally take a step in my map design. This was a really good tutorial. So great job. On to the next tutorial on your list.
Coming from Hammer (map editor for Source), Trenchbroom's creation and manipulation of brushes was really neat. I especially liked that you can edit it in 3d. Looking forward to the other videos now!
Even though I learned to use TB pretty well about a year ago, even for me this is a great way to quickly get set up again after being inactive with it for awhile.
Dumptruck seen you on a TastyspleenTV show about mapping and I decided to give mapping a try. Thank you so much for your tutorial series I can't wait to watch them all!
I have mapped on Goldsrc and Source since they came out, and I can't bring myself to enjoy Source 2. I look forward to learning to map for Quake, and Doom! Thanks for the video.
I went trought all the videos. As a compositor I didn't have much trouble following as I work using maya. Currently making a surf map hoping it becomes a thing in quake! Thanks for everything!
Thanks, I'm now up and running. I really recommend the PDF as I got stuck in a couple of places where you'd pressed a key and I had no clue what it was. I was hesitant to try this as it looks more daunting than it is when I watch others do it but after what, 45 mins, I have my first basic level. The actual logic of it is fairly orthodox if you've used any other design program made in the last 20 years. Going to have so much fun with this, I appreciate the video. Next: how to make a GOOD level ;)
Jeez that took me a while to figure out. Would be great if we could see what he's pressing while he works. I guess he has all of the shortcuts as muscle memory. Edit: now I see the PDF link!
I remember long ago me and buddy of mine stayed inside the entire summer building Quake 1 maps :) In the beginning we had lots of trouble with "leaks" , unwanted gaps or seams between walls wich broke the map when trying to play it. But then we figured out that if we just started by making a huge box and then started building our maps inside that box, we never had to worry about leaks :)
The problem with that method is the engine will render everything at once which slows down your maps on older hardware. Not as big of an issue nowadays but still naughty.
@@dumptruckds Knee Deep in the Dead is still the best set of FPS maps to ever come out of id. Parts of Quake come close but the enemies being bullet sponges to compensate for not being able to place 150 of the things in a map drag it down a bit from those lofty heights. Quake sure is pretty with it's chunky 3d maps though.
@@keiyakins chubzdoomers gzdoom builder tutorials are pretty good but imo not quite as good as these in some aspects but still good nonetheless, also @dumptruck_ds pretty cringe take :)
That's really great, got me tempted to try mapping again! I remember this being a lot more complicated to learn back in the 90s, had some fun doing it then though and I think I'll try again.
Back in the day - to make a a room, first make a block, then make another smaller block inside the block, and subtract the smaller block from the bigger. Now you got a room... Never got past the tutorial myself...
Dude, this was excellent! Super efficient explanation! Got me up and going first time, perfectly. I used to make some maps for Quake back in about 1996, and I'm now making my own original game in Unity which takes some inspiration from Quake, Half Life, Thief, and other awesome games from before 2000, as well as adding in my own new flavours! But it's excellent to be able to load up a fancy new Quake editor, and just poke around to see how it works, to check out the various entities in action, and to think about how I want to design my own level editing tools and entities. THANKS! GRENADE LAUNCHER FOREVER. ;D
Popped in today and was chatting to some people and checking out some of their maps. Great stuff! I'll be checking back regularly! Really digging Discord actually.
Realy big thank for your awsome job. I've looked years for an editor of this kind and your tutorial is the first in many years for me that realy helps and brings me joy in beeing creativ. I'm I'm now working since one week on my first level and see every problem as a challange in fact of your viedos. Thats real fun! Hope you do some more. Hope I can ask you some questions about finishing in the near future. Thankfull and best regards!
GunSgt Highway I am very happy you are finding these tutorials helpful. There are many people who can help answer questions on the Discord channel. There should be a link under SHOW MORE notes under the video.
Whew! Now that I found the directions above the comments I've been able to find/implement all the steps! Much thanks to who ever did the 'kit', it made my life so much easier. WEO, it's for Quake and I'm doing Quake 2, so I'm winging it for the diffs. Hopefully I'll get it right. ;-) If anyone has experience doing Quake 2 vs Quake and has some 'oh by the way, do this' comments I'd appreciate them. Get tut so far! Now that I have the tools setup I'm going to work my way through all of them. TrenchBroom reminds me of working with Hitachi's CADCore CAD package. I did some low level driver (tablets, video, mouse, printers/plotters, etc) work for them way back when.
@@Galimah I've haven't gotten that far yet. dumptruck_ds has recommended that I go to 'Discord' site, there is a Q2 channel. I'm hoping to get more info there. I'm assuming that 'compiling' means taking the level I create in TB2, munging the textures, etc together to output a .wad file. It would be great if I could find a single place/document that describes the entire process (Q2 form) from start to finish. Maybe the Discord site will have that info.??
I'm completely in awe of how you managed to teach me the base of Quake mapping in a way that's so easy and natural. Any plans for QuakeC tutorials? Most information on the internet about it is quite scattered. Thank you very much for your videos.
Yes some very basic tutorials will be coming but not until the fall. I wish I could get to it sooner but unfortunately I can't. There is some talk of a couple of projects that collect all the best info into one place.
@@dumptruckds You’d be very underwhelmed :D > My first map is a basic room with a grenade launcher and a shambler… BUT I’ll promise I’ll make a better one soon! Your video really gave me all the tools I needed to get going!
Thanks so much for this tutorial. I've mapped in Zdoom for such a long time im surprised to see the similarities between the two. You can do so much more with this kind of game though. True 3d space is a wonder but i never thought i'd be able to handle mapping, and i wouldn't without this tutorial
Re-read the info section of the first video under SHOW MORE. I think you need to download the Visual Studio files for TrenchBroom and a second version for the compilers. The download links are all there.
Got it working! =D I uninstalled the redistributable, and installed it again.. Dunno why it didn't work the first time! Anyways.. Thanks for helping out!
Holy crap ... I just made my first Quake map. Thanks, dumptruck! There was one thing though: Trenchbroom now requires a slightly newer version of Visual Studio (or at least the newest version that I downloaded did). Also, I ended up installing both the x86 & x86 version of the 2013 version (that what Eric's Tools requires ... there was a missing dll that I guess the 2017 version of C++ doesn't have). Basically, I gotta crap-load of C++ installed on my machine now; however, I do not believe that it takes up too much space. Again, I created one! I am excited to make something more "substantial" and maybe one day send you a link to it! Just a little time and a bunch of video pauses. Thanks!
I most definitely will. I just applied the "bounce" lighting feature to my map. Boy, it made a HUGE difference. I am not a fan of pitch black Quake maps. I am really enjoying this. I think for my first map I am going to keep thing simple and employ only six shapes, six textures, and six rooms (do you see where I am going with this?). Before I jump to discord (I don't even have it installed), I am going to finish watching all of your videos and create something not completely embarrassing. Thanks again!
I never realized that mapping for quake was so easy. Well, easy looking. I tried hammer once, but I couldn't get into it. It was just too confusing. I think the brushes are a bit easier for me to wrap my head around. Neat.
Liking your tutorial, dumptruck; great work! :) I think it covered neatly the bare essentials of Trenchbroom map making. I also liked your trick on how to make a box room quickly with that rotation trick; hadn't thought of that myself. You'll most likely touch on the following points on future follow-up chapters, but there were a few things that, I think, could have been mentioned in this quickstart video as well: 1. At 8:34 you started making a brush from scratch, which was never actually covered in the video, correct me if I'm wrong about that. All the other brushes were created by duplicating. People new to Trenchbroom don't know that you can make new brushes by just drag-clicking. They'll probably figure it out intuitively, too, but on a quickstart video, which is covering the bare basics of Trenchbroom, I think it deserves to be addressed in necessary detail. 2. Not as important as the first point, but when you created the lights, I think it would have given a good opportunity to very quickly scratch the surface of entity key/value editing by altering the light key value of the light on the upper corner of the room, for example. 3. Maybe even less important than the previous points, but maybe the level could have been made "complete" by adding a level exit trigger.
You are spot on about #1. Good catch. #2 No that's coming later. This was intended (and actually requested by the developer) to be just a broad strokes "get up and running video." I had a whole series planned that would not have had ppl doing anything until part 6! So I was going to tee up a lot of details like key/values etc. I'm currently reworking every step so this will def be a part of the series early on. re: #3 Will be part of the trigger lesson. Thank you for taking the time to comment. It always good to get feedback and I do appreciate it.
Insta favs! Thank you sir! Now I have to find the time to make maps for Quake and Quake II. I used to make Quake 2 maps by using Coole. I wonder if Trenchbroom is any better. I'm looking forward to it. :)
Freaking awesome man, I can tell already I like the videos and will they will save major frustration and time. As well, this came recommended from a friend.. ;-) I assume I can import most of the geometry successfully from another CAD engine?! I hope I can build the map in my native engine(s), and the do all the texturing and setup with TB.
Nice video! I was working on a few simple maps back in the late 90s, but I can't remember what tools I used. Somehow I managed to get everything working, but I can't imagine it being as many steps as you show here. That would've made my head explode. Or maybe I just had more patience back then...😄 Sadly I was extremely lazy when replacing that pc with a new one, so I never bothered to make any copies of my Quake maps before deleting the hard drive and giving the pc away. Really wish I'd kept those maps. I seriously doubt they were any good, but it sure would be fun to see them again.
It seems like a lot of steps to get working but none of them are very difficult. Point click , copy and paste. Old editors did come with compiling tools you didn't have to download. That's the big difference here but once you are set up it's much easier to map than the old days.
@@dumptruckds Haha... yeah, you're probably right. 😄 Maybe I'll give it a try some day, but I hardly ever do any gaming related stuff on pc any more. Consoles all the way for me. I actually bought Quake for PS4 yesterday. Haven't played it since 2002-ish. Should be interesting with a controller, but I probably wouldn't be very good with a mouse and keyboard these days anyway... 😁
As I sit here stuck in my house day after day... I thought maybe I should jump (back) into mapping. I was known as Geezer and was part of Team 3 (hosted on PlanetQuake) back in the golden days of Quake (late 90's) and did many Quake 2 CTF maps (search for "quake 2 neurotica" on RUclips - people are still playing that one today!). I used to use BSP and QERadiant back in the day. TrenchBroom looks pretty darn cool and fairly intuitive. Maybe it's time to crank out a Q1 SP map like I've threatened to do for so many years. :) Thanks for your TrenchBroom tutorial videos dumptruck_ds!
Ah thanks so much. Back in the 90s I preferred multiplayer but mapping for SP is a lot of fun these days. Still, it must be satisfying to see ppl still playing your maps!
@@dumptruckds It's a bit crazy to think about it... We spent so much time on the L-Fire CTF maps though. They were instant hits. I also did maps for the Capture! mod (a cool CTF variant).
Straight forward and easily understandable. I also very much appreciate the timestamps, I'm not sure why it hasn't created chapters for you? You may need to define 0:00 but I'm not 100% on that.
Just watching this makes me want a map editor for Doom that looks as easy as this. Doom mapping is accessible and easy to learn, but it can be kind of tedious and confusing to add details in Doom builder, since you have to keep switching between 2D and 3D modes. This looks much easier to do. I just wish you could do more in Doom builder’s 3D mode, like drawing linedefs and changing vertices.
I just found Your mapping related content, Dumptruck_ds. Fantastic stuff, much appreciated! Keep it coming, man !!! Oldschool FPS modding scene is alive and kicking because of people like You.
Me: tries to get into quake mapping "so what you got to do is: crh74ryc5v784ycv87y378ycv7834yv78y34578y348c5y384rt7cye478hn78etchu78evty478t4icyt4wtv784yt784ytv78y478tvy478ty784tvy5784ynct54it8gergh85cti784ytv34yc4ty78y34vtc78y4ct7834y78ctvy3487cty348cty3784cty834yt5v78eytv84ueybt578ty784ycv83n5784tyv78y5c78y5nd784jcvybvv78b5n4vc5m8v7vbnc5v87tv784yt8yv8ycvyv8457ycdmj8vy5rhn8tvyh78tvyh87ny5t87y4n9yv778n29378t57892cny72cyn872yn8y5782y3789y257f23fy734f7jf6f74y34v7y4n438n8y4375934675486734907689734987v9n3vc774nv347n93470c5v4bvn437v348789735n30v457c384cvnc5v78934034tug4vf934vhj349034cy3908y4v5mn834579340597349058734589n789345783458934v7n0ctg0v47ghuvcerhrviugchnidgunrh9584y595n8cnc5hc5hiniuc5858959c4y984cy94uxm84uc98484v8444" Me: F*CK this imma map for half-life
Whatever makes you happy. There are hundreds and hundred of people who have started mapping for Quake without issue. So maybe it's your level of patience? Quake came first and was made by a small team. Half-Life is great but Hammer is terribly outdated and the gameplay in HL is pretty limited. Quake allows you to do anything the Elder God's allow.
Build of what? TrenchBroom? I've never compiled software in my life. I see what you did. Go back to the video, look above the comments and take a slow deliberate read of what is written. I think you clicked on the link for the GitHub repo. I will move the specific download link up to the top to avoid confusion.
@@dumptruckds New prob. It recognizes the entities and even correctly applies their textures, but world textures will not cooperate, as they remain missing.
amazing tutorial for such a niche topic! so concise and helpful! I'm getting back into quake mapping with the aim of creating some environments to render demos of for an experimental music video, if anyone has recommendations of how best to capture videos of smooth first-person (preferably scripted) movement in an engine, let me know
⚠IMPORTANT: Trenchbroom has had some user interface changes since this video was published. Please refer to the user manual if you can't find something mentioned.⚠
thank you for that information! the manual is really helfpul but i am still gonna use your guide to create my map
In that case could we potentially get an updated tutorial? Would love to see one!
Next year at some point. This is still completely valid and works if you follow it closely.
I like the vibe of your voice. You're like Bob Ross but in quake mapping.
"We'll just add a couple of happy little pillars over here...add a happy little zombie over here...just so we can beat the devil out of him when we playtest. That's my favorite part."
Happy little pillars
@@Syke1337 I will put one zombie here and another one next to him because everyone need a friend :)
I'll take 68th
LOL, I was thinking exactly the same, this gave me Bob Ross vibes.
5 years later and this tutorial still holds up incredibly well, it was concise and to the point. There wasn't a single moment where I got confused or lost. Cheers to you man, thanks for the awesome tutorial.
Thanks for this comment i was actually wondering if i should use it.
I've been Doom mapping for a few years and recently decided to give Quake mapping a shot. Literally started yesterday. The differences mapping in Doom to Quake seem pretty huge, but your videos are an absolute godsend. I really appreciate that you took the time and care to clearly parse each phase of the map making process, because I'd be lost already of it weren't for these videos.
Thanks so much. Made my day!
I hope in another 25 years people are still editing Quake. Thank you for your videos!
I have watched youtube tutorials on a wide range of subjects and yours is as good as any. Putting these together is not easy. Thanks for being clear, concise and accurate. But most of all for not making us listen to bad music. Keep up the good work
I hate tuts with music - so distracting!!
I've downloaded/installed everything, followed instructions, started to build my first level, noticed maps in Jonathan's source folder, opened start map just to see how it's done... ended up playing Quake for 3h.
That's how the obsession starts. :)
Hahaha yeah, I underestimated Quake's ability to hijack half of my day :) Also, I forgot to thank you for your effort in making these great videos, it is always difficult to start with unfamiliar software, your tutorials made it almost seamless.
As an artist, I haven't done anything in almost ten years before getting back into quake for the first time since the skeletal animations became commonplace. At first it started with me being inspired to draw up a new tattoo of Quake themself, then I started being inspired to draw more of these monsters that seem to have inspired so many monsters that came afterwards in the PSX horror scene. Now I want to start taking all the designs I've made and start making focused pixel renditions of them, and create entire environments and stories that take place in this world between slipgates.
Edit: Just made my first practice room based on this tutorial. It's a giant cathedral of blood, wood, and copper devoted to Quake with zombies and a couple soldiers, with a trigger that releases the shamblers if you defile the pulpit with your presence, which also uncovers some more rockets for the grenade launcher. I spent all night on it lol
I am glad the video was helpful!
Thank you so much for a modern and clear video on this! The setup for these kinds of tools can be really frustrating as a new comer, trying to browse ancient forums and figure out what everyone's using. I'd love if you did some short mapping technique tutorials or even just design reviews of some maps you made before.
Thanks mick. This is exactly why I decided to do this. I'm experienced and sometimes get lost in the weeds. So, this is the first in a series. You'll be pleased with what I have planned! The next tutorial will be focused on compiling issues as that is the most common thing for newbs. After i get thru the more structured tutorials I will move on to techniques. If you have any requests please let me know.
Thanks for this, tried mapping for many other games and its never been this easy. I was kind of surprised when I got my first map up and running before I even finished watching the video. I can see why quake mapping is so addicting.
That's awesome. Glad you are enjoying it.
Just tonight I decided to delve into Quake mapping for the first time, and I have to say, you are a savior. I was following another tutorial online, and it must of been outdated somehow, because no matter what my map just would not compile and I could not play, and no fix I read online would work. Luckily, I made the decision to delete everything, start over from scratch and start following this tutorial instead, and I have absolutely no idea what the previous issue was, but now everything is working flawlessly. I was so relieved to not see any errors on the compilation window...
Thanks. Happy that the videos were helpful.
Thank you for those tutorials, the way you structure and explain everything is so good
THANK YOU! Tried my hand at Hammer about a decade ago and never got far, this is awesome! The videos aren't too slow or too fast and offer great examples of good uses of simple tools. Keep up the good work!
Thank you so much. Make sure and join Quake Mapping Discord and a stay in touch!
i was not expecting this kind of quality for trenchbroom, looks professional
A great series of videos! Thank you so much for these! I taught myself a lot about Doom editing back in the day (which in turn, taught me a lot about game development) but I never made the transition to 3d level creation until today. I opted for Quake 1 as a starting point and I'm amazed how relevant it remains today with people like yourself still creating content for it (and doing such a damn fine job too!)
Wow, this is really well done! Awesome video, nicely explains everything to get started mapping.
This is how you recognize a good game. I sometimes joke about how a game is old enough to go to school. This game is old enough to have kids that go to school...
And here we are, a tutorial for a mapeditor for such an old game. And I bet custom maps for Quake are more fun than most modern shooters altogether.
They are!!
I just have to say that this, as well as the rest of the series, are hands down the best tutorial series when it comes to Quake mapping!! Thank you so much!
Hey just wanted to say thank you so much for this tutorial series! I just finished the whole thing yesterday and can't wait to get started mapping. I took a long break from game dev & level design because I was burnt out by it, but you've made it fun and exciting again. I'll definitively be suggesting your tutorials to friends and anyone interested in learning mapping. Keep up the amazing work! 🙌
And thank you for the quick replies to the questions I had on a few videos. Some RUclipsrs post a tutorial and no longer bother. I really appreciate it.
You're a legend. I just beat the game & enjoyed making stuff with Hammer last year, easy to follow & I can't wait to play around
Just finished this and felt happy to finally take a step in my map design. This was a really good tutorial. So great job. On to the next tutorial on your list.
I am excited form you. I know the feeling of moving forward to the next creative step.
i’ve been trying to get into mapping, but compiling confused me quite a bit. this really helped explain it, thanks!
Man! I wish I had seen this back in 1997!
Super helpful. I recently became interested in making maps for fun and this guide got me headed in the right direction pretty easily.
Thanks for this brilliant video series!
Coming from Hammer (map editor for Source), Trenchbroom's creation and manipulation of brushes was really neat. I especially liked that you can edit it in 3d. Looking forward to the other videos now!
Just got all setup to make maps for Quake. Followed your instructions step-by-step. Thank you so much! Cheers!
Really glad this was helpful.
Even though I learned to use TB pretty well about a year ago, even for me this is a great way to quickly get set up again after being inactive with it for awhile.
Great video! Really enjoy the quality :D
EDIT: its a very good idea to link PDF's with shortcuts and individual steps, I really dig it!
Dumptruck seen you on a TastyspleenTV show about mapping and I decided to give mapping a try. Thank you so much for your tutorial series I can't wait to watch them all!
Awesome. It's so much fun. Don't forget to join the Quake Mapping Discord.
I have mapped on Goldsrc and Source since they came out, and I can't bring myself to enjoy Source 2. I look forward to learning to map for Quake, and Doom! Thanks for the video.
It's like Hammer Editor, I probably will make maps again. Thank you!
I went trought all the videos. As a compositor I didn't have much trouble following as I work using maya. Currently making a surf map hoping it becomes a thing in quake! Thanks for everything!
That's very cool. Would be interested in seeing that.
Thanks, I'm now up and running. I really recommend the PDF as I got stuck in a couple of places where you'd pressed a key and I had no clue what it was.
I was hesitant to try this as it looks more daunting than it is when I watch others do it but after what, 45 mins, I have my first basic level. The actual logic of it is fairly orthodox if you've used any other design program made in the last 20 years.
Going to have so much fun with this, I appreciate the video. Next: how to make a GOOD level ;)
"i'm just gonna randomly put some columns over here"
oh, cool. I wonder how you did that...
Alright apparently you can just deselect the other brushes and then click and drag to create a new brush. Great tutorial man, love the speed.
Jeez that took me a while to figure out. Would be great if we could see what he's pressing while he works. I guess he has all of the shortcuts as muscle memory.
Edit: now I see the PDF link!
I remember long ago me and buddy of mine stayed inside the entire summer building Quake 1 maps :) In the beginning we had lots of trouble with "leaks" , unwanted gaps or seams between walls wich broke the map when trying to play it. But then we figured out that if we just started by making a huge box and then started building our maps inside that box, we never had to worry about leaks :)
The problem with that method is the engine will render everything at once which slows down your maps on older hardware. Not as big of an issue nowadays but still naughty.
@@dumptruckds guess we were lucky back then, or maybe we had better hardware than I remembered since we didnt have any problems
Thank you, this helped me a lot
Amazing how I just made a simple map in seconds with this. Pretty good tutorial.
I wish there were comprehensive tutorials like this for doom mapping
Doom is lame.
@@dumptruckds Knee Deep in the Dead is still the best set of FPS maps to ever come out of id. Parts of Quake come close but the enemies being bullet sponges to compensate for not being able to place 150 of the things in a map drag it down a bit from those lofty heights.
Quake sure is pretty with it's chunky 3d maps though.
@@keiyakins chubzdoomers gzdoom builder tutorials are pretty good but imo not quite as good as these in some aspects but still good nonetheless, also @dumptruck_ds pretty cringe take :)
Was joking, I promise. Doom is great, it was my gateway drug to Quake!
@@dumptruckds awww mannnn...
The most important video on RUclips!
Why is this not tending.
Love it! Love the low-poly aesthetics of old games.
But i wonder that people can be interested in this in 2020 ))
Considering the Dusk's Upcoming SDK, they would
Sibel it was done in low-poly style, but it is not on quake engine. Is it ?
@@PeterMacLeod88 Nope it uses Unity
That's really great, got me tempted to try mapping again!
I remember this being a lot more complicated to learn back in the 90s, had some fun doing it then though and I think I'll try again.
It's much easier now than back then. And a good community at our Quake Mapping Discord.
Back in the day - to make a a room, first make a block, then make another smaller block inside the block, and subtract the smaller block from the bigger. Now you got a room... Never got past the tutorial myself...
You can still so that method. But TrenchBroom makes it easier. Just use CSG Hollow
Dude, this was excellent! Super efficient explanation! Got me up and going first time, perfectly.
I used to make some maps for Quake back in about 1996, and I'm now making my own original game in Unity which takes some inspiration from Quake, Half Life, Thief, and other awesome games from before 2000, as well as adding in my own new flavours!
But it's excellent to be able to load up a fancy new Quake editor, and just poke around to see how it works, to check out the various entities in action, and to think about how I want to design my own level editing tools and entities.
THANKS!
GRENADE LAUNCHER FOREVER. ;D
Thank you so much for the kind words! Stay in touch and come over to the Quake Mapping Discord.discord.gg/jnG5xPs
Popped in today and was chatting to some people and checking out some of their maps. Great stuff!
I'll be checking back regularly! Really digging Discord actually.
Realy big thank for your awsome job. I've looked years for an editor of this kind and your tutorial is the first in many years for me that realy helps and brings me joy in beeing creativ. I'm I'm now working since one week on my first level and see every problem as a challange in fact of your viedos. Thats real fun! Hope you do some more. Hope I can ask you some questions about finishing in the near future. Thankfull and best regards!
GunSgt Highway I am very happy you are finding these tutorials helpful. There are many people who can help answer questions on the Discord channel. There should be a link under SHOW MORE notes under the video.
These vids and the original are great very easy to understand
Glad they are helpful.
Whew! Now that I found the directions above the comments I've been able to find/implement all the steps! Much thanks to who ever did the 'kit', it made my life so much easier. WEO, it's for Quake and I'm doing Quake 2, so I'm winging it for the diffs. Hopefully I'll get it right. ;-)
If anyone has experience doing Quake 2 vs Quake and has some 'oh by the way, do this' comments I'd appreciate them.
Get tut so far!
Now that I have the tools setup I'm going to work my way through all of them.
TrenchBroom reminds me of working with Hitachi's CADCore CAD package. I did some low level driver (tablets, video, mouse, printers/plotters, etc) work for them way back when.
for Quake 2, what compiler and run tool are you using?
@@Galimah I've haven't gotten that far yet. dumptruck_ds has recommended that I go to 'Discord' site, there is a Q2 channel. I'm hoping to get more info there. I'm assuming that 'compiling' means taking the level I create in TB2, munging the textures, etc together to output a .wad file. It would be great if I could find a single place/document that describes the entire process (Q2 form) from start to finish. Maybe the Discord site will have that info.??
I haven't watched the video yet, but I remember getting into QED like 20 years ago. It was somewhat involved.. hope this new editor is more intuitive
Oh it is. Extremely user friendly.
GREAT! Thank you! I love Quake and mapping for old games! :)
having spent a bit of time in gtkradiant this is a very helpful tutorial. thanks dt
I'm completely in awe of how you managed to teach me the base of Quake mapping in a way that's so easy and natural.
Any plans for QuakeC tutorials? Most information on the internet about it is quite scattered.
Thank you very much for your videos.
Yes some very basic tutorials will be coming but not until the fall. I wish I could get to it sooner but unfortunately I can't. There is some talk of a couple of projects that collect all the best info into one place.
@@dumptruckds Thank you for the response!
Awsome tutorial, really helpful, never create a map before and it's easy to setup!
Glad it was helpful!
Amazing! I just created my first Quake 1 "map"! Great video!
Where can i find it? Would love to test it.
@@dumptruckds You’d be very underwhelmed :D > My first map is a basic room with a grenade launcher and a shambler… BUT I’ll promise I’ll make a better one soon! Your video really gave me all the tools I needed to get going!
Cool. Keep going!
Great First Tutorial Master. I'm from Russia and understand you. You're smart and good teacher.
Glad you found it useful!
excellent straightforward tutorial :]
Amazing video! I have literally 0 experience with mapmaking and this video made everything so clear.
Thanks so much for this tutorial. I've mapped in Zdoom for such a long time im surprised to see the similarities between the two. You can do so much more with this kind of game though. True 3d space is a wonder but i never thought i'd be able to handle mapping, and i wouldn't without this tutorial
Well done man, I wish I had this when I started mapping for Q1*
Wow.. Thanks! This will get me back into mapping after 6 years away =)
You made my day. Happy to help!
I can't get it to work on Windows though =( Too many missing .dll files..
Come to the #TrenchBroom Discord channel or visit func_msgboard to get help.
discord.gg/pgWeyH2
www.celephais.net/board/
Re-read the info section of the first video under SHOW MORE. I think you need to download the Visual Studio files for TrenchBroom and a second version for the compilers. The download links are all there.
Got it working! =D I uninstalled the redistributable, and installed it again.. Dunno why it didn't work the first time! Anyways.. Thanks for helping out!
Incredible stuff man. All killer no filler
Thank you for great examples!
These videos are awesome and refreshingly helpful. Much appretiated!
Somebody give this to john Romero
You are doing God Carmack's work, good sir. Thank you so much for this.
Thank you for that I tried to work it out for myself but couldn't compile. Last time I did it was in 1998. This made the transition so much easier!
Thank you very much! Im all day trying to compile map. Plese continue maiking tutorials.
Did you ever figure it out?
www.quaddicted.com/forum/viewtopic.php?id=518 try this.
excellent tutorial, while at times it was a bit fast it actually whent over all the basics thank you
Glad it helped!
Holy crap ... I just made my first Quake map. Thanks, dumptruck! There was one thing though: Trenchbroom now requires a slightly newer version of Visual Studio (or at least the newest version that I downloaded did). Also, I ended up installing both the x86 & x86 version of the 2013 version (that what Eric's Tools requires ... there was a missing dll that I guess the 2017 version of C++ doesn't have). Basically, I gotta crap-load of C++ installed on my machine now; however, I do not believe that it takes up too much space.
Again, I created one! I am excited to make something more "substantial" and maybe one day send you a link to it! Just a little time and a bunch of video pauses. Thanks!
Excellent. Come find us on the Quake Mapping Discord!
I most definitely will. I just applied the "bounce" lighting feature to my map. Boy, it made a HUGE difference. I am not a fan of pitch black Quake maps.
I am really enjoying this. I think for my first map I am going to keep thing simple and employ only six shapes, six textures, and six rooms (do you see where I am going with this?). Before I jump to discord (I don't even have it installed), I am going to finish watching all of your videos and create something not completely embarrassing. Thanks again!
I never realized that mapping for quake was so easy. Well, easy looking. I tried hammer once, but I couldn't get into it. It was just too confusing. I think the brushes are a bit easier for me to wrap my head around. Neat.
But... hammer uses brushes too.
@@skaruts yes but i have garbage brain
@@RadJordy lol
Liking your tutorial, dumptruck; great work! :) I think it covered neatly the bare essentials of Trenchbroom map making. I also liked your trick on how to make a box room quickly with that rotation trick; hadn't thought of that myself.
You'll most likely touch on the following points on future follow-up chapters, but there were a few things that, I think, could have been mentioned in this quickstart video as well:
1. At 8:34 you started making a brush from scratch, which was never actually covered in the video, correct me if I'm wrong about that. All the other brushes were created by duplicating. People new to Trenchbroom don't know that you can make new brushes by just drag-clicking. They'll probably figure it out intuitively, too, but on a quickstart video, which is covering the bare basics of Trenchbroom, I think it deserves to be addressed in necessary detail.
2. Not as important as the first point, but when you created the lights, I think it would have given a good opportunity to very quickly scratch the surface of entity key/value editing by altering the light key value of the light on the upper corner of the room, for example.
3. Maybe even less important than the previous points, but maybe the level could have been made "complete" by adding a level exit trigger.
You are spot on about #1. Good catch. #2 No that's coming later. This was intended (and actually requested by the developer) to be just a broad strokes "get up and running video." I had a whole series planned that would not have had ppl doing anything until part 6! So I was going to tee up a lot of details like key/values etc. I'm currently reworking every step so this will def be a part of the series early on. re: #3 Will be part of the trigger lesson. Thank you for taking the time to comment. It always good to get feedback and I do appreciate it.
Insta favs! Thank you sir! Now I have to find the time to make maps for Quake and Quake II. I used to make Quake 2 maps by using Coole. I wonder if Trenchbroom is any better. I'm looking forward to it. :)
You will love Trenchbroom. It's really fantastic.
I found the quickstart for Trenchbroom!
Freaking awesome man, I can tell already I like the videos and will they will save major frustration and time. As well, this came recommended from a friend.. ;-) I assume I can import most of the geometry successfully from another CAD engine?! I hope I can build the map in my native engine(s), and the do all the texturing and setup with TB.
Terrific! Thank you!
Thanks for that tutorial!
Glad it's helpful!
Great stuff, man. Thanks for posting these!
Nice video! I was working on a few simple maps back in the late 90s, but I can't remember what tools I used. Somehow I managed to get everything working, but I can't imagine it being as many steps as you show here. That would've made my head explode. Or maybe I just had more patience back then...😄
Sadly I was extremely lazy when replacing that pc with a new one, so I never bothered to make any copies of my Quake maps before deleting the hard drive and giving the pc away. Really wish I'd kept those maps. I seriously doubt they were any good, but it sure would be fun to see them again.
It seems like a lot of steps to get working but none of them are very difficult. Point click , copy and paste. Old editors did come with compiling tools you didn't have to download. That's the big difference here but once you are set up it's much easier to map than the old days.
@@dumptruckds Haha... yeah, you're probably right. 😄
Maybe I'll give it a try some day, but I hardly ever do any gaming related stuff on pc any more. Consoles all the way for me. I actually bought Quake for PS4 yesterday. Haven't played it since 2002-ish. Should be interesting with a controller, but I probably wouldn't be very good with a mouse and keyboard these days anyway... 😁
Great setup guide. Thanks a lot.
Thanks!
I still use Worldcraft 1.6 and "Hammer" but will give this a try.
Great job here!
Thanks so much!! this was really helpful in getting me off the ground!
I always felt like I was trying too hard to be quake-y when I was mapping for TF2. No longer! I'll just make quake maps instead!
That's great news!!
you are macdaddy of my Quake skills
This was so easy to follow! Thank you so much!
I've watched this video 3 times now 😂 gotta start somewhere
Don't feel bad. I have to refer to my videos quite often!
Great training video.
Thanks! Happy mapping!
thank you, this really helped a lot. i was using j.a.c.k. for half life but this is a bit more different
As I sit here stuck in my house day after day... I thought maybe I should jump (back) into mapping. I was known as Geezer and was part of Team 3 (hosted on PlanetQuake) back in the golden days of Quake (late 90's) and did many Quake 2 CTF maps (search for "quake 2 neurotica" on RUclips - people are still playing that one today!). I used to use BSP and QERadiant back in the day. TrenchBroom looks pretty darn cool and fairly intuitive. Maybe it's time to crank out a Q1 SP map like I've threatened to do for so many years. :) Thanks for your TrenchBroom tutorial videos dumptruck_ds!
Ah thanks so much. Back in the 90s I preferred multiplayer but mapping for SP is a lot of fun these days. Still, it must be satisfying to see ppl still playing your maps!
@@dumptruckds It's a bit crazy to think about it... We spent so much time on the L-Fire CTF maps though. They were instant hits. I also did maps for the Capture! mod (a cool CTF variant).
Sür, you are legit Pro...yea The Hound is fanboying out lol
Thank you so much for this
You're so welcome!
Thanks mate, I'll give it a go !
Straight forward and easily understandable. I also very much appreciate the timestamps, I'm not sure why it hasn't created chapters for you? You may need to define 0:00 but I'm not 100% on that.
I'll take a look
@@dumptruckds Nice! I'm watching your Quakecon Trenchbroom video at the moment and am really enjoying it :)
Yes, it won't create chapters unless you start with 0:00
5:15
"Brown Bricks... in TrenchBroom"
Finally some good fucking video.
Thanks mate!
Just watching this makes me want a map editor for Doom that looks as easy as this. Doom mapping is accessible and easy to learn, but it can be kind of tedious and confusing to add details in Doom builder, since you have to keep switching between 2D and 3D modes. This looks much easier to do. I just wish you could do more in Doom builder’s 3D mode, like drawing linedefs and changing vertices.
great video also I found quake mapping kinda easier than doom mapping
I just found Your mapping related content, Dumptruck_ds. Fantastic stuff, much appreciated!
Keep it coming, man !!! Oldschool FPS modding scene is alive and kicking because of people like You.
Me: tries to get into quake mapping
"so what you got to do is: crh74ryc5v784ycv87y378ycv7834yv78y34578y348c5y384rt7cye478hn78etchu78evty478t4icyt4wtv784yt784ytv78y478tvy478ty784tvy5784ynct54it8gergh85cti784ytv34yc4ty78y34vtc78y4ct7834y78ctvy3487cty348cty3784cty834yt5v78eytv84ueybt578ty784ycv83n5784tyv78y5c78y5nd784jcvybvv78b5n4vc5m8v7vbnc5v87tv784yt8yv8ycvyv8457ycdmj8vy5rhn8tvyh78tvyh87ny5t87y4n9yv778n29378t57892cny72cyn872yn8y5782y3789y257f23fy734f7jf6f74y34v7y4n438n8y4375934675486734907689734987v9n3vc774nv347n93470c5v4bvn437v348789735n30v457c384cvnc5v78934034tug4vf934vhj349034cy3908y4v5mn834579340597349058734589n789345783458934v7n0ctg0v47ghuvcerhrviugchnidgunrh9584y595n8cnc5hc5hiniuc5858959c4y984cy94uxm84uc98484v8444"
Me: F*CK this imma map for half-life
Whatever makes you happy. There are hundreds and hundred of people who have started mapping for Quake without issue. So maybe it's your level of patience? Quake came first and was made by a small team. Half-Life is great but Hammer is terribly outdated and the gameplay in HL is pretty limited. Quake allows you to do anything the Elder God's allow.
@@dumptruckds my question is why is there no already existing compiled build? I would be mapping for quake if such a build existed.
Build of what? TrenchBroom? I've never compiled software in my life. I see what you did. Go back to the video, look above the comments and take a slow deliberate read of what is written. I think you clicked on the link for the GitHub repo. I will move the specific download link up to the top to avoid confusion.
k thx
@@dumptruckds New prob. It recognizes the entities and even correctly applies their textures, but world textures will not cooperate, as they remain missing.
Yup, well done!
amazing tutorial for such a niche topic! so concise and helpful! I'm getting back into quake mapping with the aim of creating some environments to render demos of for an experimental music video, if anyone has recommendations of how best to capture videos of smooth first-person (preferably scripted) movement in an engine, let me know