| 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 Beta 4.
Basic Understanding of mapping & Quark's layout is required. For basic mapping tutorials, see the RUST website.
- Speedy Map Archiving
- Curved Stairs
- Special Effects
- "No-Hook" Wall
- Single-Faced walls
- Light Ramps
- Invisible Teleporters
- Spotlights -- Lighting Your Map in Style
- Hallow Dome

- 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 1-3, its very easy to zip up maps. if you are interested in how to do that, here it is:
- Make a folder called "q2copy"
- Copy over the following files to the q2copy dir
/quake2.exe
/ref_soft.dll
/ref_gl.dll
/3dfxgl.dll
/pvrgl.dll
/baseq2/gamex86.dll
/baseq2/pak0.pak
/baseq2/pak1.pak
/baseq2/pak2.pak
/baseq2/pics/colormaps.pcx
/baseq2/video/idlog.cin
- Set up a server from QuArK via Quake2>>Run Quake 2
- Set "net_maxmsglen" to "0". This allows the files to download as fast as possible. Default is 1396
- In the console, type "map [map filename]" to load your map. ie: map q2dm1
- Start-up the r1q2 from the q2copy folder, set "net_maxmsglen" to "0", and connect to your dedicated server by: "connect localhost"
- When in-game, exit. All the files are now in q2copy/tmpquark/
- Goto the tmpquark folder in the q2copy dir, and select the following folders if they are there:
-maps
-textures
-env
-sound
Right click on one of the folders you selected and click "Send to">>"Compressed (Zipped) Folder". Then rename the .zip it created to the mapname. ie: q2dm1.zip. NOTE: if your computer does not show the .zip extension, don't add it; Windows adds it automaticaly.
- Curved Stairs
This makes use of Quark's "Bevel Maker" to make the perfect curved stairs.
- Insert the bevel maker into the map
- Resize it to 256x256x16 units
- Goto it's properties
- Check the "Inner" checkbox
- Set the "thick" arg to 128
- Set the textures on each face
- Bottom face is really the step top; set and align the texture to this.
- Front face is the step lip; set and align the texture to this.
- Move & Rotate the poly to where you want it.
- Goto the tree-view
- Right click on the bevel maker
- Click "Disassociate Duplicator Images"
-
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.
- Special Effects
- "No-Hook" Wall
This one is pretty easy, all we are doing is placing a sky poly behind a mist wall since most hooks don't hook to sky.
- Make a wall 8 units thick
- Duplicate this wall and place it behind the orig one.
- Select the orig wall and assign it a content flag of "mist"
- Select the dup wall and assign it a content flag of "sky"
- Place these 2 walls inside a group and rename the group to "No-Hook Wall"
- Single-Faced walls
This one is also pretty easy.
- Make a wall and place it in a func_wall.
- Check the "Start On" and "Toggle" spawnflags in the func_wall properties.
- Depending on what you want...
- For non-transparent single face, mark all faces but the face you want with "skip" flag.
- For transparent single face, mark all faces but the face you want with "trans33" or "trans66" surface flag
- Light Ramps
Understanding Light Ramps in quake 2:
-Light ramps are used in q2 for fading lights in and out. They use 2 letters (a-z) and the "speed" property to define how it fades.
-The speed property is the time it takes for a complete fade. The message property uses the 2 letters to define where the starting brightness and ending brightness is. "z" is full bright; as "a" is totally dark.
- 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):
- First , you need a "trigger_always", "misc_teleporter" and an "info_notnull".
- Select the trigger_always
- Give it a "killtarget" value of for example: "tele"
- Select the misc_teleporter
- Set the "targetname" to "tele"
- Set the "target" to "dest1"
- Select the info_notnull
- Set the "targetname" to "dest1"
- Move those 3 entities where you need/want them.
- Make a custom teleporter out of map polys if you wish. You can add sounds, temp ents, or w/e now too.
- Compile and test.
- 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.
- Place the info_null where the light is going to be shining; just above the floor
- Set the targetname to "spot1"
- Place the light where the light source is going to be.
- _cone is the beam angle. range is from 10 to 90. Lets use 45 for this example.
- light is how bright the light is. 350 is about the brightness of a 60watt bulb. Lets set this to 1000
- set the target to "spot1"
- If you made a light fixture...
- Check the "light" surface flag and give it a value of 250. This is just so the fixture isnt all dark in-game. Making the value 500 or higher will create the "fake-light reflection" trick-- where surrounding the spotlight will be a dimmer light; makes it look more realistic when the beam angle is pretty wide.
- Hallow Dome
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