Mapping resources & tutorials
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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.
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Tutorials
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GTKRadiant configuration for OA
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- 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
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- LevelDK
- Onykage's very basic tutorial
- Onykage's Radiant 101
- WeMakeMaps.com
- Wikibooks - GTKRadiant
- GTKRadiant Editor Manual by Paul Jaquays
- Cardigan's tips before starting to map
- GTKRadiant en español por J&B (spanish)
- http://q3a.ath.cx/?editing=radiant_tutorials (More tutorials)
- http://modulatum.wordpress.com/2008/07/26/creating-a-map-in-gtkradiant-for-openarena/
- 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 & tips
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- Multithreaded map compiling (allows to compile maps much faster, if you have a multi-core CPU)
- Lunaran's advices on hows and whys of level design
- CPMA guide for competitive map design - Since the Promode wiki is offline, the link guides to the saved entries in another place. (Internet Archive version of the original page: click here)
- 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
- Hourences' Gameplay basics and multiplayer floorplan
- Hourences' Lighting in game environments
- czq's article about curves at the Wayback Machine
- Map Planning, Gameplay, Map Design and Map Flow at UnrealEd Wiki. Many of these concepts apply to A as well.
0kelvin's articles
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- 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
Q3MAP2 & Map Compilation
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Q3Map2 Front-Ends
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These utilities make you to not to worry about messing with command lines, as they do the batch processes for you.
Other stuff
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- Map Ideas
- OpenStreetmapImport
- 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
- GLSL - How to create shaders using GLSL features for cool effects
Resources
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- GTKRadiant
- NetRadiant
- GTKRadiant 1.5 OA gamepack on SVN
- NetRadiant OA gamepack
- QuArK 6.5.0
- Nem's Mega 3D Terrain Generator