The Final Exam Is The General Abuse Thread
If You Make It Thru...
... reading the entire mapping help thread, then pass the exam in General Abuse, your final step before ascension is the hazing found in func_beef.
After that, it's all GO MAP!
Entities Part 4
Teleporting monsters into your map. Player teleporters, trigger_relay, info_intermission, trigger_changelevel and a terrible mistake.
Note that trigger_teleport is usually a brush entity (also by default in all def files). It can be used as a point entity like you show in the video, which is useful for monster teleports, because it doesn't use up a model slot. However, when doing so, it's important to set the "silent" spawnflag (2) on those trigger entities. Otherwise there'll be rogue teleporter ambience at the map's origin which may lead to confusion!
Negke - Thanks For The Reminder
I assumed they'd be used mainly in closets but yes you are right.
I learned this method from you BTW!
I'd love to send you my rough cuts for review. Interested? Keeping in mind that these are for beginners (for now) and need to stay under 15 minutes.
My workflow is to record first then use on-camera elements to clarify. Sometimes I re-record entirely. I could send you a low res version before I add on-camera elements. LMK.
Though you seem to have it covered pretty well so far.
Maybe this: I'll reach out on Discord when I am fuzzy on details. So for example I am going to do trains eventually and I may need help with those. I know how to do them but not all the limitations/possibilities. thx
Dumptruck U Rok
You did the hard part man. I'm having fun doing these.
Bottom left corner of the bounding box. Can't retrigger.
I was tempted to try a map for dm4jam due to the theme but I've never done a SP map. After part 4 of the trigger episodes I also found I needed to know substantially more about triggers and what can all be done.
Paying rapt attention to the episodes thanks.
There will be a lot of other opportunities this year. Also keep in mind there are Speed Mapping events every so often that take place over a weekend. There's usually a theme and a very quick deadline (a weekend sometimes less). I've done one of those and no one expects greatness from your level - so it's a great way to snap yourself into action and force yourself to create something playable very quickly.
This one was use the Wizard theme. My map was way too big but you get the idea. http://www.celephais.net/board/view_thread.php?id=61502
My fav theme amd I missed it! Blue one looks nice. I hate how all the speedmap sessions seem to be tethered to Twitter.
Every recent jam has been posted here first. 0_o Including SM179 Wizard. That was last year.
Not sure old ports will play the music (from CD) if you use "09". Haven't checked, though.
Good info and I was unaware but I see that as an edge case at this point. Both because of the decline in optical drives and that new users aren't getting the OST off Steam. I finally ditched my optical drive in my new computer. :(
Test Crypt Release
By popular demand I'm releasing the test map I created for the TrenchBroom 2 tutorial series.
This only has 7 monsters and one secret. It does have different monster encounters and entity examples for new mappers.
Screenshots are from winquake.
I have a hard time imagining a more beginner-friendly video that also addresses the fundamentals in a comprehensive way.
I just keep getting more and more impressed with the quality.
That means a lot to me. As I mentioned I had a lot of input from the gang on this one. Delay and Wait can be very confusing for the layman (me about 3 years ago.)
Imho wait and delay are beyond basics, more towards advanced stuff. But since they are defined in the .def, it's probably good to explain them before someone accidentally local minlights a whole map or something.
I actually agree but they needed their own dedicated episode so I made it this one.
And I'm not sure if you are joking about the minlight but we just saw that here last week.
There sure are a lot of ways to make arches. I’ve seen and read so many ways to make them in Quake and Source, but that method does seem particularly friendly. I like TB’s vert merging you can do just by dragging through them. Nice and clean brushwork.
Are you the first to make a comprehensive tutorial series for Quake mapping? There are countless beginner tutorials for Source’s Hammer out there, but haven’t seen anything for Q1SP.
I am trying to make these as approachable to newbs as possible.
And yeah, I think for Q1SP yes this is the most comprehensive video series so far.
Can you go over setting up mods? Like what's different about your setup for mapping for AD or Quoth for example? FGD's, models, textures etc.
I started on one a while back. For you? Yes. Will get that cut out ASAP.
I saw a few bits in the video that discussed how vanilla texture alignment works (the comparison to a film projector is excellent); do you plan on touching on the Valve 220 map format and its brush face-aligned texture projection?
Yes. Even though the series is really dedicated to id level quality I am going to cover 220 for sure. TBH I need to understand something fully before attempting to teach it so I need to spend some time in JACK and really understand what is happening with per face projection. I'm nearly there but want to feel confident in what I am trying to relay. So I left that out of this tut.
Uploading soon. :)
dumptruck, I just watched the texturing tutorial, and it's awesome. Just great how you manage to pack so much info into these short vids. In this tutorial especially, you covered many (if not all) of the ways to manipulate textures in TB (some of which I had long forgotten about, thank god for the manual), and I think it's very commendable that you don't just show your personal favorite way of using TB, but give options to the users.
Thank you again for your great tutorials, I'm sure they help so many people out there, and of course, they help to bring more people to TB and Quake mapping!
I appreciate the feedback. Sometimes it's very tough to know what to include or leave out but I though these shortcuts were very well thought out and I didn't know about some of them.
Thank you and ericw and the other contributors for such a cool application.
Another awesome video! Do you have any plans to do one on scale? As in the scale of architecture?
No, I wasn't planning on addressing scale but it does remind me that I had issues with scale starting out myself. And occasionally I make my layouts WAY too big. Do you have any specifics you want me to cover? I can put on my thinking cap and see what I can come up with.
Just more in line with best practices for scale. I am just starting out and I find I either build to small or to large.
@Ilpadrino Re: Scale
Take a look at the id maps. I cover how to set them up and view them here: https://youtu.be/sg0iKjYsoBg
A good approach is to get your floor size decided first and if you feel like you've made things too big, encroach on the space with pillars or corners etc. Stay away from boxiness, add shapes to break up the room. Because most of us are familiar with the original game it's good to go back and see "how big was this hallway or room in e1m1?" or "how high up are the ogre's in this section compared to the player?"
That Was Cool!
Keep em coming these are great. I think it is important not to release WIP maps as news on func too. Lot of new mappers have done that lately...makes me avoid their maps until the thread is stale so I know it is safe to play.
Episode 26 & 27
Thanks a bunch dumptruck!
Episodes 28 & 29
I Am Using Those Features A Lot Since Then :)
That's awesome. I was a bit foggy on the matching clip plane and always forgot about it. But once you get the hang of it, it's pretty amazing.
Its Shambler Maps All The Way Down...
go follow him on twitch and yeah,
Blerbler is mapping some good stuff lately..