Here, I have written a number of mapping tutorials for Quake II. There may be better
ways of doing these, but this is the way i found that works. Also, these are just
examples, so have fun :) *NOTE: All tutorials are done using the level editor Quark
6.5 (Latest Version).
Basic Understanding of mapping & Quark's layout is required. For basic mapping
tutorials, see the RUST website.
Speedy Map Archiving
Basically, your setting up a q2 server, then using a copy of q2 to d/l them, then
zip up what it d/l'ed. Good thing is once u completed steps 1-5, its very easy
to zip up maps. If you are interested in how to do that, here it is:
Curved Stairs
This makes use of Quark's "Bevel Maker" to make the perfect curved
stairs.
Move each "slice" up 16 units from the last until theres no more to move
up.
Your done... now add it the rest of your map.
Invisible Teleporters
Ever wonder how some mappers removed those ugly teleporter models, sound, and sparks?
Well, here is how they probably did it (and how I do it):
Spotlights
-- Lighting Your Map in Style
These are pretty easy to make, and they can make some pretty cool effects. To begin,
you will need an info_null and a light
entity. I would do all of this in a small test map to perfect it.
This one is quite hard to explain (so bare with me) and can be very poly hungry. Therefore, use sparingly. Using the radial duplicator in quark, we can make a dome. This tutorial makes a very simple 16-sided dome.
Go to the Command menu and select "Make Prism"
sides : 12
radius : 128
height : 128
check the "make me some slices" checkbox
click the green check botton.
Make another 12-sided prism that has 32unit radius and is 128units high.
Go to the tree-view of the worldspawn and expand the first prism you made. Make box around the prism slices. Place this box BELOW the prism so it does not touch it. Delete all slices except the first one.
Place each prism origin at the same place. Subtract the second prism from the slice you have left. Make sure you didn't carve into any other poly. Then flatten this prism to 16units.
Next create a Bevel-Maker. Move it up and right 128 units. Rotate it around so that the inside curve is upward and pointing to the south. Go into its properties.
check the "inner" checkbox and make its thickness 16units.
Move the verticies on the bevel maker from the top view to match whats left of the prism slice. go as close as possible with the 16unit snap grid. Then zoom in getting it to match the prism slice as BEST as possible. You will probably be best off just turning the grid off while your zooming in to align the verticies.
Create a radial duplicator. Place it at the origin of the prisms. Delete the poly inside of it via the tree view. Place the bevel maker inside the Radial duplicator. Go into its properties.
count : 12
around : 30
axis : set this to what you need: x y z
"1 0 0" Duplicates around the X-Axis
"0 1 0" Duplicates around the Y-Axis
"0 0 1" Duplicates around the Z-Axis
Delete the prism slice and adjust the height of the bevel maker to fit your needs. The second prism should be aligned at the top center of the dome.
HINT : If you check the "lower" checkbox on the bevel maker, you can make a cool looking pillar.