I like the approach of creating the floor plan first. It's something I've tried myself for HL1 and CS(GO), where understanding the travel time between spawn and objectives is fundamental.
I would say to do broad strokes on everything first, but crucial things for the map may be good to *detail* (not refine) early on in order to get the meaning of the level in your head.
Part of the theme step on larger projects can be a "vertical slice". Basically make one small room, section, or wall and make it at full detail and light. This can help get the theme in your head and build that oh so crucial motivation. I call the Gates step Flow or Flowpathing, it's more involved than just doors and can include overall flow, loops, height pushes, etc. Good stuff. Should do a more involved planning one. I found a good technique is Signposting to either mark corners, make a simple pillar to mark a landmark, make the outlines for bases of rooms, etc. Kind of a mix betqeen Sketch and Floors, a more involved video on this would be great! - Qmaster
Yeah I had to pause in awe at the first sketch and laughed out loud when he said it was Romero's I have to say in my little mapping experience sketches have helped me immensely, I should definitely use them more
I use a similar approach when mapping for Doom 3 or Call of Duty. With those games textures really started to rack up, so just going by trial and error would be very time consuming. It's better with reference photos as you're using, or opening up the original maps to get an idea. To be fair, I think in this particular regard the original level designers probably had it easier, they weren't working of a final library but rather in parallel as it all came togheter for those very specific purposes/requests.
Thank you for those videos - very helpful! Discovering that Quake community is alive and well after all these years is very delightful! You keep mentioning that discord server but I could not find a link to it. Could you share it? The server search inside discord does not return any results for some reason >_>
Here you go. It's still a great resource but I no longer actively recommend it here since I am not involved there any longer. discordapp.com/invite/j5xh8QT
Hi! I've noticed you're able to compile just floors, when I do the same thing and test in FTE I get an "endless trailing" texture effect in all the empty areas which makes testing without walls a huge eyesore. How are you accomplishing this? Your method seems much easier!
That trailing effect is called the "hall of mirrors" effect. You can disable this but I don't know the console command. I think it's r_clearcolor or something similar. Unless your project is specifically designed to be used in FTE, you should always use Quakespasm for mapping. It won't display HOM effect.
Can you give an answer, please? As I know, in original Q1 and Q2 there was a strict limitation for the polygons quantity, either in the scene, or in the whole map... And it is a problem when you create a map with large structure in one place. Did quakespasm solve this problem? Have someone fixed the issue with polygons limitation? I mean, we with my brother have a very old project of quake map, but we can't finish it due to this limit :(
@@dumptruckds it' great to hear. May I ask one more question? In oldschool QOOLE there was an option to subtract one cube (for example) from another. As a result, we should have new figure of more complicated shape. It allow us to cut an aperture in a solid wall for example. Is there anything similar in trenchbroom? I mean that in some videos I heard that for "lava lake with portal in the middle of it" we need to make this lava around the portal... Subtracting should be more easy...
A little bit. But the basics are all the same. Just pay attention to the video description for info on key combos that have changed. The only one can think of is in one of the curve videos.
@@dumptruckds Damn, not a fan of that in this situation. The bars by themselves would be wide enough to let you in. However, if it was to lead to a trap or trigger somehow if you snuck in, that would be interesting.
Gotta say that quake mapping in 2020 is... really cool!
Kudos!
I like the approach of creating the floor plan first. It's something I've tried myself for HL1 and CS(GO), where understanding the travel time between spawn and objectives is fundamental.
I'm probably bad at mapping because I refine things too early… It's part of the "plan your optimizations in advance" programmer mindset.
I would say to do broad strokes on everything first, but crucial things for the map may be good to *detail* (not refine) early on in order to get the meaning of the level in your head.
Part of the theme step on larger projects can be a "vertical slice". Basically make one small room, section, or wall and make it at full detail and light. This can help get the theme in your head and build that oh so crucial motivation.
I call the Gates step Flow or Flowpathing, it's more involved than just doors and can include overall flow, loops, height pushes, etc.
Good stuff. Should do a more involved planning one. I found a good technique is Signposting to either mark corners, make a simple pillar to mark a landmark, make the outlines for bases of rooms, etc. Kind of a mix betqeen Sketch and Floors, a more involved video on this would be great! - Qmaster
every video you come out with, makes me wonder how i got anything done before it. lol.
Wonderful video! Thank you for everything you do for the community!
Thanks for sharing your sketches, I started doing that as well. You've made me feel better about mine!
Hehe. Art school eluded me!
@@dumptruckds And I eluded it! 🍻
Yeah I had to pause in awe at the first sketch and laughed out loud when he said it was Romero's
I have to say in my little mapping experience sketches have helped me immensely, I should definitely use them more
This really looks like GtkRadiant! I am making maps for Jedi Academy. Might jump into Quake because i loved playing it!
Those 'clip' and 'trigger' textures, tho! :P
Thanks! Awesome content as always!
I use a similar approach when mapping for Doom 3 or Call of Duty. With those games textures really started to rack up, so just going by trial and error would be very time consuming. It's better with reference photos as you're using, or opening up the original maps to get an idea. To be fair, I think in this particular regard the original level designers probably had it easier, they weren't working of a final library but rather in parallel as it all came togheter for those very specific purposes/requests.
Only hard part is that they had to draw those textures 😂
Which is fun, but it is a bit time consuming.
"Gates" = obstacles.
Very nice video :)
Thank you for those videos - very helpful! Discovering that Quake community is alive and well after all these years is very delightful! You keep mentioning that discord server but I could not find a link to it. Could you share it? The server search inside discord does not return any results for some reason >_>
Here you go. It's still a great resource but I no longer actively recommend it here since I am not involved there any longer. discordapp.com/invite/j5xh8QT
0:45 try to skip "Walls" and make a map suspended in space
4:45 i know so little, but wont there be "map leaked" w. just floor brushes?
Yes it will leak. But at this point I am not vising the map so I am only running QBSP and Light. It will still compile just fine.
@@dumptruckds Hi dumptruckds! I'm binge watching all your videos. I map for RtCW (2001).
Hi! I've noticed you're able to compile just floors, when I do the same thing and test in FTE I get an "endless trailing" texture effect in all the empty areas which makes testing without walls a huge eyesore. How are you accomplishing this? Your method seems much easier!
That trailing effect is called the "hall of mirrors" effect. You can disable this but I don't know the console command. I think it's r_clearcolor or something similar. Unless your project is specifically designed to be used in FTE, you should always use Quakespasm for mapping. It won't display HOM effect.
@@dumptruckds Thanks so much for the info!🤠
Can you give an answer, please? As I know, in original Q1 and Q2 there was a strict limitation for the polygons quantity, either in the scene, or in the whole map... And it is a problem when you create a map with large structure in one place. Did quakespasm solve this problem? Have someone fixed the issue with polygons limitation? I mean, we with my brother have a very old project of quake map, but we can't finish it due to this limit :(
Yes. All modern source ports have expanded limits. Take a look at maps by Bal and Heresy over on Quaddicted to see how far you can push Quake in 2021.
@@dumptruckds it' great to hear.
May I ask one more question?
In oldschool QOOLE there was an option to subtract one cube (for example) from another. As a result, we should have new figure of more complicated shape. It allow us to cut an aperture in a solid wall for example.
Is there anything similar in trenchbroom?
I mean that in some videos I heard that for "lava lake with portal in the middle of it" we need to make this lava around the portal... Subtracting should be more easy...
Yes TB has the best CSG features of any level editor including subtraction.
Hello quick question, I don't seem to have a texture lock button on the toolbar, is it hidden or disabled? Thanks
I'm sure it's there. Check the manual. trenchbroom.github.io/manual/latest/#main_window
@@dumptruckds Many thanks found it! Has Trenchbroom changed much since your vids were done?
A little bit. But the basics are all the same. Just pay attention to the video description for info on key combos that have changed. The only one can think of is in one of the curve videos.
do you have any videos on multiplayer map design?
No sorry. But here are plenty of articles online.
@@dumptruckds thanks for replying.
yeah but its hard to read an article while youre making a map at the same time XD
Друг я здесь, щас гляну что тут как!
7:37 Looks like you could just grab the gold key.
No it's clipped. Player cannot get to it until the clip wall is killed.
@@dumptruckds Damn, not a fan of that in this situation. The bars by themselves would be wide enough to let you in. However, if it was to lead to a trap or trigger somehow if you snuck in, that would be interesting.
It's a speedmap. Those will never be perfect.
@@dumptruckds Do you ever go back on a speed map and re-release them when you've had more to to explore and expand ideas?
@@dumptruckds Where and when can I join in on a speed map session?