rdfs:comment
| - There's a lot of resources in the Internet about mapping with the *Radiant tools. This manual is thought as a place where to resume all the mapping knowledge scattered across the Internet.
* Prologue: Development history of Q3A, the IdTech3 engine, OA itself and mapping tools - 100%
* Pre-mapping stage: What makes a good map, the limits of the IdTech3 engine, map planning, the editor's grid, beta testing. - 100%
* Map gameplay: Floorplan, types of layout, map flow, connectivity, balance, vertical gameplay, weapon/item placement - 0%
* Choosing an editor: NetRadiant 1.5, how to install and configure it - 100%
* Your first map: Creating a first room, with spawnpoint and a light. Alpha/beta tests. - 0%
* Brush manipulation: Clipping, vertex editing, advanced room creat
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abstract
| - There's a lot of resources in the Internet about mapping with the *Radiant tools. This manual is thought as a place where to resume all the mapping knowledge scattered across the Internet.
* Prologue: Development history of Q3A, the IdTech3 engine, OA itself and mapping tools - 100%
* Pre-mapping stage: What makes a good map, the limits of the IdTech3 engine, map planning, the editor's grid, beta testing. - 100%
* Map gameplay: Floorplan, types of layout, map flow, connectivity, balance, vertical gameplay, weapon/item placement - 0%
* Choosing an editor: NetRadiant 1.5, how to install and configure it - 100%
* Your first map: Creating a first room, with spawnpoint and a light. Alpha/beta tests. - 0%
* Brush manipulation: Clipping, vertex editing, advanced room creation, basic optimization of brushes. - 70%
* 2D and 3D clipping: The clipper tool, utilities, why use it. - 100%
* Curve manipulation: Patch meshes, Bevels-Endcaps-Cylinders, Curved hallways, recommendations. - 0%
* Textures: Texturizing a level, general procedure on creating seamless textures. - 0%
* Introduction to entities: Common properties of entities, how to insert them on levels. - 0%
* Lighting: Theory about lighting, how it works into OA (the LIGHT stage), how it's added to the maps, the "light" entity. - 100%
* Advanced lighting: Practical examples of lighting and where to better place it. - 100%
* Weapon and item placement: How and where to place weapons, ammopacks and items. - 100%
* Triggers and movers: Explanation of what the func_*, misc_*, path_*, shooter_*, target_* and trigger_* entities do. - 100%
* Creating dynamic features: Examples of what can be done with these entities, from teleporters to platforms to hazards. - 100%
* Shaders: Definition, how to create them, how to use them, advices, skyboxes. - 0%
* Terrains and liquids - 0%
* Mapmodels: What are mapmodels, the misc_model entity, the .ase format, how to create .ase mapmodels, other supported formats. - 100%
* Sounds: The target_speaker entity, adding ambient sounds and music to a map - 0%
* Gametype support: Support for each individual gametype and stuff to bear in mind. - 70%
* Optimization and troubleshooting: How to optimize a map for better performance. - 100%
* Hint brushes: The VIS stage, the hint brushes, and how and where to use them. - 100%
* Bot play: How BSPC works, the info_camp and item_botroam enqities, clusterportals, how to optimize a map for good botplay. - 100%
* Troubleshooting: How to solve most problems. - 35%
* The final touches: The worldspawn entity, the info_player_intermission entity - 20%
* Compiling and packaging: - 90%
* Appendix A: Glossary of terms: What some mapping terms mean. - 100%
* Appendix B: Advanced features: How to create advanced features by using the game's entities in creative ways. - 20%
* Appendix C: Modelling a map: How to create a map from models. - 100%
* Appendix D: Editor differences: GTKRadiant, Q3Radiant, QuArK, their differences with NetRadiant 1.5. - 20%
* Appendix E: Default asset sets - 0%
* Appendix E1: Texture sets: Default 0.8.8 and SVN texture assets - 0% (in the meanwhile: Texture packs)
* Appendix E2: Model sets: Default 0.8.8 and SVN mapmodel assets - 100%
* Appendix E3: Sound sets: Default 0.8.8 and SVN sound assets - 0%
* Appendix F: GPL Compliance: How to make your map GPL-compliant - 0%
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