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MY FIRST MAP
See also: Getting Started - FAQ - Editors - Level Design - Programming - Compiling -
Updated July 18, 2003 - 9:10 AM

 

Making your First Map

Here's how to make a simple, box-shaped room.

To follow this tutorial, you need to now how to use your map editor to make brushes and add entities. You should also know how to compile your map.

Create a brush. Make it a flat square. This is the floor brush.

Size can vary. I like to make my floors and walls 64 units thick. Must not be too thin, or the map will leak ... 64 works for me, some mappers use 32.

It's a good idea to work in larger units, rather than smaller. It's also helpful to work in increments of 16 units. You will often need to move and resize brushes, as you make more complex maps. If you have numerous odd-sized brushes, much more effort is required to align the brushes (and there's a greater chance of causes maps leaks).

Try to develop your own good working practices. If you standardize your brush construction, the map will be easier to build and modify.

Optional: apply a texture to the floor brush.

Create a copy of the floor brush. This is the ceiling brush. Position it directly above the floor brush.

I find that making copies of brushes in much faster and more efficient that creating all new brushes. But either way works.

You can copy and paste the floor brush using menu commands or hotkeys. However, the technique I use (and recommend) is click-and-drag, while holding the Shift key.

Be careful not to create extra unwanted copies. It's common to create a copy and leave the copy in the same position as the original -- which is a Bad Thing because it makes slower maps.

Optional: change the ceiling texture at this time, if you want a different look.

Create four walls between the floor and ceiling, around the perimeter of the room.

  • Make walls sit on the floor, and touch the ceiling
  • Make the two opposite walls the long walls -- these span the entire width of the floor/ceiling
  • Make the other two walls shorter, they span between the two long walls.
  • Optional: change wall textures

(You should now have a seamless, six-sided box. Try moving around in Camera view -- take a look at the box, inside and out.)

Add a player start point entity:

Add one or more light entities.

Compile and test your map.

Be sure to review your compiler log file for any compiler errors.

- Handy V.

 

 
My First Map
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"Handy Vandal" and "Handy Vandal's Almanac" copyright 2008 by Karl Gregory Jones
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