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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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SleepwalkR 
Ok, thanks. I'll get back to you on that; I want to try and clean up the map a little in the mean time (I know it's not necessary, but I'd feel better about it). Is the e-mail listed in your func_msgboard user profile the one I should use? 
Netradiant Question(s) 
Might as well ask this now as well, while I'm here: can someone perhaps tell me how I can add texture wads to Netradiant? I can't for the life of me figure it out.

And on the topic of Netradiant, does anyone know of any decent tutorials for beginners, preferably focusing on Quake mapping? 
Kristian.duske@gmail.com 
Also if you switch to Netradiant for Quake editing, I'd be super grateful if you write down your reasons why. That would certainly help me tremendously in improving TB. 
 
Not planning to switch, although I would like to learn Netradiant at some point just so as to know a second (more traditional?) editor. TrenchBroom is the first level editor I've ever used, and I feel I'd understand the process better if I get to know it from a second, different perspective too (kind of like how when you learn an additional language, it helps you grasp the underlying structure of languages in general better).

I also think I'd be able to give you better feedback on TB if I have something to compare it to -- e.g. "x is easier to do in Netradiant, can you implement that in TB?" (like with the grid coordinates).

In any case, that's a medium-term goal; the short-term goal is just to at least be able to look at my maps in Netradiant for comparison.

If -- hypothetically -- I should switch in the future, then yes, I will let you know why. 
Right On 
 
 
To add texture wads in Netradiant, just put them in the ID1 folder (where pak0.pak and pak1.pak are). It should find them automatically. 
Rick 
Ah, thanks! That did it. 
Doors Are Driving Me Up The Wall 
Ugh, I always have trouble with doors. I can never get two door brushes to slide in opposite directions. It always takes me forever to figure out what the angle value should be and it seems impossible to set two different angles (so that they don't just move together like one brush). Every time I edit one func_door's properties the other one changes automatically too.

My apologies for asking something that's probably been asked a million times before (it probably doesn't help that I'm really tired), but what are the correct values to give two func_doors to make them slide apart in opposite directions? Using TrenchBroom 2 Beta. 
"angle" "0" And "angle" "180" Respectively 
 
Thank You, Czg 
 
Progs.dat 
Is easy add new content to the progs.dat?
example: "progs/g_laserg.mdlLaser Cannonweapon_laser_gun" more or less this.

Also I Can add progs2.dat to directory? 
Johnison Boa 
you can only have one progs.dat (in normal engines at least) so you'll have to add the new content as new quakec files and then recompile all the quakec into a single new progs.dat. 
Door Angles, Cont. 
Could someone please tell me what the correct angle is to let a door move directly downwards?

(Sorry for these questions, but I don't get what the frame of reference is for door angles -- I mean, if it's a 360 degree circle, I don't know on which axis that circle is. And I've seen negative and positive values as door angles as well, and I just find it all utterly confusing.) 
Up = -1, Down = -2 
The 360 circle is always laying on the floor, 0 points to the east. -1 and -2 are special cases that are converted to straight up and down. 
Thank You Once Again, Czg :) 
I'm bookmarking this for future reference.

How does one know where east is in a map (apart from trial and error)? 
 
jackhammer has an up or down option. 
 
Think of the top down view as an actual paper map of the world hanging on the wall.
North is always up towards the ceiling, south is down towards the floor. East is always to your right and west is always to your left. 
Thanks, Czg 
You've made things so much clearer. 
One Bonus Comment 
Sometimes when you have a pair of doors they keep moving in the same direction, even though you've set different directions on each one. This is where you need to use the DONT_LINK spawnflag on the doors. You may also need to add a trigger_multiple to operate them to best effect. 
 
Thanks, Preach.

To use the DONT_LINK spawnflag, do I literally type "DONT_LINK" in the "spawnflags" field, or is there a number that I should use? (TrenchBroom doesn't let you select it from a set of options as far as I can see; the "spawnflags" field is simply empty, so one would need to know exactly what to type there). 
 
"spawnflags" is always a single number, it's the sum of the numbers corresponding to the flags you want. DONT_LINK=4

There are checkboxes in TB to set spawnflags (in both tb1 and tb2). Just under the key/value table. 
Oh, There It Is! 
It appears once you click on "spawnflags". Thanks, ericw, I could've sworn I'd seen those checkboxes before, but thought they might have disappeared since the alpha builds or since TB1.

Thank you for also explaining about spawnflags being the sum of the numbers you want. Always good to understand what's happening even when you're simply clicking checkboxes. 
The Lava Weapons... 
I added a "v_lava" to .fgd file, next I refresh the .fgd to TrrB, and the lava weapon looks weird; because appears with a lava nail in backside. When tested the map

I need to edit the model or something like that? 
Design Question 
I feel like the only way I've been making levels so far is by making interconnected rooms with monsters in it, a la Painkiller/D44M, and it's no fun both as a mapper and player.
Any ideas on how to make more organic-looking maps while having interesting level-design? Is there something like a tutorial around Doom/Quake-like level design?
I know the basic gist of it is making loops back to the main path for keys and others but for the real meat of things I have no real ideas on how to make a map interesting gameplay-wise. 
Door Angles, Part 3 
Think of the top down view as an actual paper map of the world hanging on the wall.
North is always up towards the ceiling


That would make north-east 315 degrees, wouldn't it? I tried to make a func_door move directly north-east when viewed from the top, like this: https://i.imgur.com/NipUnja.jpg (that's not the func_door in question, of course; that's the default TB brush and is just for illustrative purposes).

So I set the angle at 315 degrees. However, in-game it moved north-west (at what I would have assumed to be 225 degrees).

So after some experimentation I stumbled across the angle that made the func_door move where I wanted it to move, which was 45 degrees.

Does that mean that in TrenchBroom, up is east? Or have I misunderstood something? 
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