Hello, and welcome! Do you remember your last map? Do you thing your map detail is very, very simple? Do you think its full of empty corridors, boring walls and liminal rooms? Say no more! In this guide, you will learn how to improve your map detailing skills. Lets begin.
Please note that this guide is a WIP (Work in progress). I could be wrong, or this could be incomplete.
Part 1: Walls
Lets start with one of the basics of the map: Walls. You will get a lot of wall textures, but we will only try one. Open your editor, and create a map. Then, make a wall with the texture
C1A0_WX
. If you are using J.A.C.K. , you can skip this part.
It should look like this:
Now, we are duplicate that wall (Drag+Shift), and we are gonna resize it until it reaches the same height as the grate in the texture:
Now we are gonna make it as thick as the grate, and we are gonna replace the
C1A0_WX
with the
C2A4E_W1
texture. We are also gonna duplicate the brush and move the clone to the top of the original (Note:
DUPLICATE , dont resize the original brush)
Select the cloned brush, and turn it into a wedge. To do so, we are gonna use the Cordon Tool
You can see that i selected the top left corner and draged it to the X marking the center of the brush.
(If you did this right, you should not get any compile errors.)
Good, now select those 2 brushes and duplicate them:
Move them to the top of the wall and flip them.
Now you got a good looking wall, but we are not over. Select the texture
GENERIC012
and duplicate the same brush that you used to make the wedge, and texturize it
Move it to the floor, next to the grate and carve it if there is any floor in there. No, this will not give you any compile errors. But still, you gotta be careful and make sure there is not any brush in your way that can compromise you map when carving.
Looks really good, doesnt it? We are gonna do the lights, the final step. Select the texture
0+~TELE_LIGHT
and make a block shaped brush that fits it.
Now, move it to the brush in the floor, and carve it (Again, be careful when carving). Clone it and carve it into different parts of the brush. This will be our lights
Great, now, create
light_spot
entities on top of those brushes. You can add
env_glow
entities if you want to.
Great job!. Now, its time to compile and test your map. Make sure LIGHT is on Extra, so the
light_spot
entities look better.
This is how it looks like
Some usefull advices:
- Try not to always use the same texture or brush shapes.
- Dont just use wedges and blocks, you can make cilinders, archs, spikes, etc...
- You can also variate with the textures and lights.
- You can add, if you want to,
env_glow
entities
This was the first part of the tutorial. Hopefully i will get more time to explain more stuff. Bye!