See also: Mapping
Note: everything meant to be included in any official OpenArena release must be available under GPLv2 license (or Public Domain, but GPLv3 only is not acceptable), and with source files available. This does not include only maps, but also everything inside them: models, textures, shaders. See also DeveloperFAQ#License.
OpenArena maps are usually designed using GTKRadiant or NetRadiant editors. However, also the old Q3Radiant can be used, and someone even uses Blender (the program usually used to create models) to create maps.
GTKRadiant configuration for OAEdit
- Configure GTKRadiant for OA
- Configure GTK Radiant under Windows, Configure GTK under Windows
- Configure GTK Radiant under Linux
- Mapping on a Mac
How to map Edit
- Onykage's very basic tutorial
- Onykage's Radiant 101
- Wikibooks - GTKRadiant
- GTKRadiant Editor Manual by Paul Jaquays
- Cardigan's tips before starting to map (including how to create working rising water/slime/lava, for a room being flooded -section 1C-)
- GTKRadiant en español por J&B (spanish)
- http://q3a.ath.cx/?editing=radiant_tutorials (More tutorials)
- http://www.haradirki.de/tutor/index.htm (german)
- http://home.arcor.de/q3michel/tutor/tutindex.html (german)
- Q3Radiant Editor Manual by Paul Jaquays
- Design for all Team Arena Gametypes - Useful informations about the entities needed for Capture the Flag, One Flag Capture, Overload and Harvester gametypes. Part of Team Arena Mapping Help by Paul Jaquays.
Advanced guides Edit
- Multithreaded map compiling (tweaking the number of threads, if you have a multi-core CPU, allows to compile maps much faster or to have your system "free" enough to do other things without slowdowns, while you are compiling)
- SimonOC series of tutorials including terrain blending, phong shading rockwall/detail making and 2-brush-clipping
- Q3Map2 - Wikibooks
- Mapping information for special gametypes - Important to support OA gametypes
- Useful tips for mapping (Limiting items to certain gametypes, Limiting items to certain teams)
- Entities-only editing
- Infos about detail brushes and hint brushes in a mapping tutorial for Return to Castle Wolfensten (another game that uses the id Tech 3 engine).
- Creating a portal
- How to use Banners and Decals in GTK Radiant
- czq's article about curves at the Wayback Machine
- Lighting in game environments by Sjoerd "Hourences" De Jong.
- Bot Optimization Guide by Cardigan
0kelvin's articles Edit
- High resolution lightmaps
- Visibility and hint brushes
- Speed up visibility calculations
- Fake indirect lighting
- Basic shader examples
- Bot play
- Modelling a map (mapping with Blender)
- Fixing overburned pixels
Level Design Tips and Know-Hows Edit
Most of the time it is highly recommended to follow the word of those who make levels for games for a living. They often offer better know-how about level design. Also included in this list are some top-10 with the best FPS maps and what gives them such status.
- Gameplay basics and multiplayer floorplan by Sjoerd "Hourences" De Jong.
- Gamasutra's Secrets of the Sages: Level Design - Interviews with many developers about how to create the best looking/playing/running maps out there.
- G4TV's How To Build The Best Multiplayer Maps Part 1 - Part 2 - Another interview about level design with other big names of the industry.
- Gamespy's Best 10 CTF maps - Part 1 - Part 2 - Part 3 - Part 4
- G4TV's 10 most influential FPS maps
- Deathmatch Encyclopaedia by Matthew "Lunaran" Breit.
- Map Planning, Gameplay, Map Design and Map Flow at UnrealEd Wiki. Many of these concepts apply to OA as well.
- Suggested practices for CTF mapping. Even though it pertains to the Threewave CTF mod, most of these are fully applicable to OA as well.
- CPMA guide for competitive map design
- Level Design Patterns, a paper by Simon Larsen about principles of unified level design.
Q3MAP2 & Map Compilation Edit
Q3Map2 Front-Ends Edit
These utilities make you to not to worry about messing with command lines, as they do the batch processes for you.
- Q3Map2Build (Internet Archive)
- Q3Map2Build 1.0 Build 25 Download: from Internet Archive or from ModDB (requires some extra files)
- Q3Map2Build 1.0 Build 25 Download, including BSPC and required DLL files (ready to use)
- Q3Map2Build tutorial
- IoQ3MapTools, by Onykage
Other stuff Edit
- Map Ideas
- aa2map (old link), aa2map (ASCII art 2 map) is a procedural map generator that parses ASCII Art and heightmaps into a Quake III: Arena (id Tech 3) map file.
- Graphics resources & tutorials
- About the current texture packs
- Q3A Shader Manual by Paul Jaquays and Brian Hook - HTML Edition by Heppler
- Q3MAP2 Shader Manual by Obsidian and ydnar (shaders are a crucial part of mapping)
- GLSL - How to create shaders using GLSL features for cool effects
- Radiant: Shortcuts and menu options
- GTKRadiant 1.5 OA gamepack on SVN
- NetRadiant OA gamepack
- QuArK 6.5.0
- Nem's Mega 3D Terrain Generator