Going to start mapping for Quake 1.

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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I cant spell u
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Going to start mapping for Quake 1.

Post by I cant spell u »

I'm using worldcraft right now and it appears you can also use it on Quake 2. If I learn to map could I basically map for other 3d games as well?
Fjoggs
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Post by Fjoggs »

If you ditch that stoneage program and start using GtkRadiant, then yes.
SonicClang
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Post by SonicClang »

Worldcraft was better than GTKradient, you just couldn't do patches, but the games it was used for didn't have patches so that was ok. I used to LOVE editing with Worldcraft. When I started mapping for Q3 with GTK, it was like pulling teeth to do anything. The maker of Worldcraft understood CAD drafting in my opinion.

I've got a few old Quake 1 maps sitting around on my computer. I used to map for it back in the day.
The number 1 cause of death in games is panic.
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Hipshot
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Re: Going to start mapping for Quake 1.

Post by Hipshot »

I cant spell u wrote:I'm using worldcraft right now and it appears you can also use it on Quake 2. If I learn to map could I basically map for other 3d games as well?
WC/Hammer -> Quake/2/Source Engine
GTK/any Radiant -> Quake III/Doom 3 -Engine.


The basics apply to all games using any kind of "ID" base. There should be no problem going from WC to Radiant or the reversed if you know how to adapt.
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
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Foo
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Post by Foo »

There is a tutorial available which details how to use GTKRadiant to map for Quake 1. You just need to harness a few simple batch scripts to convert the level (which takes only a moment) and compile, and it's much more relevant to map with radiant as opposed to worldcraft.

As sonic pointed out, worldcraft is very different from GTK. Hence it's relevance to newer games is negligible.

However as has been pointed out in several threads here/in LE over the past month or so - mapping for an older game then progressing onto newer games is not an efficient way to start learning level design. It's simpler and more relevant to just start mapping for the new games.
I cant spell u
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Post by I cant spell u »

Foo wrote:There is a tutorial available which details how to use GTKRadiant to map for Quake 1. You just need to harness a few simple batch scripts to convert the level (which takes only a moment) and compile, and it's much more relevant to map with radiant as opposed to worldcraft.

As sonic pointed out, worldcraft is very different from GTK. Hence it's relevance to newer games is negligible.

However as has been pointed out in several threads here/in LE over the past month or so - mapping for an older game then progressing onto newer games is not an efficient way to start learning level design. It's simpler and more relevant to just start mapping for the new games.
Alright, then I guess I'll map for Quake 3 and Doom 3, where can I get the Quake 3 editor?
Oeloe
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Post by Oeloe »

You're also much more likely to get some good feedback and actual play time on a map when you make it for Q3. :) For Q1 it would be hard to find (at least in this forum) players interested to test a new map.
Hex
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Joined: Fri Oct 18, 2002 7:00 am

Post by Hex »

Starting Q3A Mapping - Link Resources

See sticky on top of this forum
http://www.quake3world.com/forum/viewtopic.php?t=290
voodoochopstiks
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Post by voodoochopstiks »

Hipshot you dolt, gtkradiant can handle halflife, quake 1 and all that shit in excess of quake 3 engine based games! 1.5 for the win!
[i][color=#408080]Give someone a program, frustrate them for a day. Teach someone to program, frustrate them for a lifetime.[/color][/i]
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