| OpenArena's Mapping manual |
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| Prologue • Pre-mapping stage (Map gameplay) • Choosing an editor • Your first map • Brush manipulation (2D/3D clipping) • Curve manipulation • Textures • Introduction to Entities • Lighting (Advanced lighting) • Weapon/Item placement • Triggers and movers (Dynamic features) • Shaders • Terrains and liquids • Mapmodels • Sounds • Gametype support • Optimization and Troubleshooting (Hint brushes • Bot play • Troubleshooting) • Final touches • Compilation & packaging |
| Glossary of terms • Advanced features • Modelling a map • Editor differences • Default assets (Textures/Models/Sounds) • GPL |
Patch creation[]
Bevels, Endcaps and Cylinders[]
Sparklies[]
External Links[]
- LevelDK 2: including, endcaps and bevels, caps, making a curved hallway, texturing patches
- LevelDK 4: Advanced patch work, stairs and ramps (including spiral stairs)
- GTKR Manual Patch manipulation
- Worldspawn Archive's Curves
- czg's curve tutorial
- Cylindric platform
- How to create an Apse (half-dome)
- WeMakeMaps.com Patchmesh 101
- Radiant and advanced patch mesh, introduction at Kat's Bits
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