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Going to start mapping for Quake 1.
Posted: Wed Feb 01, 2006 8:55 pm
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?
Posted: Wed Feb 01, 2006 9:00 pm
by Fjoggs
If you ditch that stoneage program and start using GtkRadiant, then yes.
Posted: Wed Feb 01, 2006 9:04 pm
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.
Re: Going to start mapping for Quake 1.
Posted: Wed Feb 01, 2006 9:25 pm
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.
Posted: Wed Feb 01, 2006 11:02 pm
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.
Posted: Thu Feb 02, 2006 12:05 am
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?
Posted: Thu Feb 02, 2006 12:26 am
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.
Posted: Thu Feb 02, 2006 1:03 am
by Hex
Starting Q3A Mapping - Link Resources
See sticky on top of this forum
http://www.quake3world.com/forum/viewtopic.php?t=290
Posted: Thu Feb 02, 2006 9:01 am
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!