Most importantly though, be sure to have fun doing it. Other than that, the fundamentals are still pretty much the same: flow of the level, item placement, enemy placement, difficulty-to-health-item-placement ratio, height/width ratio, etc. Probably the biggest changes in recent games I've seen are the use of high-poly models imported into the editor from modeling packages like 3d Studio or Maya and the integration of scripting into levels. Most of things you'll learn from making levels for Quake 1 are applicable in more modern games, so don't feel that your time will be wasted working with such an old game. There are a few others to mention, like Radiant, but I'm unsure of their support for Quake 1 at this time. you'd do good to stay away from that one.Īnd you've all ready found Quark. I was working with one called Qed before. Everything seemed fairly intuitive in it. I'm partial to worldcraft because it's the first level editor I actually enjoyed working with. Also, if you use this one, be sure not to use any of the advanced features like NURBS surfaces or any of the nice curved surface support it has. Just be sure to get the files it requires to make quake maps. Ogier is a pretty decent editor which has support for Quake 1 maps. For a level editor, there are several ones you could pick.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |