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.