When you set the layer to overlay was a magical moment! This is so cool, thank you for sharing
@MTweedC49 күн бұрын
Dude ... seeing you do this is like watching a magic show :D Awesome
@humanharddrive120 күн бұрын
Imagine the pain Thief mappers experience in DromEd without vertex and edge editing or clipping
@perprerp27 күн бұрын
Excellent introduction to Trenchbroom, thanks!
@midinerd28 күн бұрын
Pleasure to watch. well done.
@midinerdАй бұрын
that final room looked so darn good
@DukeWooze2 ай бұрын
Been mapping a bit for doom and watching tutorials for awhile on other topics, this no joke is one of the best pieces of advice I've ever seen. And it's explained directly and clearly. I wish you did 3d modeling and animation as well. Thanks!
@gabrielsolon84912 ай бұрын
its 5 am, never played quake and i have a unity game project to work, still nice video
@user-le2zv6go3v2 ай бұрын
this was really helpful, exactly the kind of content I was looking for plain for getting "what's cool about good levels?"
@PixelwolfOG2 ай бұрын
Fantastic way to break it down and only 3 years late! 😂
@daru25able3 ай бұрын
amazing!
@MiguelGomez-pg6dd3 ай бұрын
Its going to sound so stupid but I'm learning how to map right now, is there a certain keybind I can't find to select a face without necessarily clicking said face point to drag it out/expand it?
@egresso3 ай бұрын
Which shortcut keys do you use to make multiple pizza-style cuts, without losing the function of the Clipping Tool? (01:10)
@Kedhrin3 ай бұрын
great breakdown and examples!
@MiguelGomez-pg6dd3 ай бұрын
I yearn for the tunnels, more tutorials my liege please....
@protophase3 ай бұрын
What palette are you using?
@protophase3 ай бұрын
This is awesome dude, keep it up
@ynxeita41314 ай бұрын
Nice bricks, dude Absolutely nice bricks
@adog31294 ай бұрын
2:00 what exactly are you doing to "move in"? what buttons?
@adog31294 ай бұрын
solved, my issue was i just had the face selected instead of the whole brush
@adog31294 ай бұрын
this is extremely useful advice for level art in general, awesome
@themostepicgamer66814 ай бұрын
how did you make those doom-like monster closets?
@Slipseer3 ай бұрын
Just make a small room, put a door in front of it, and trigger the door.
@progman86884 ай бұрын
This short video taught me a lot.
@oaooaoipip22384 ай бұрын
Great stuff!
@oaooaoipip22384 ай бұрын
Wow.
@thegibusguy49695 ай бұрын
I love how you used that staircase leading down to the button by placing an ogre with the high ground to fight on the way back up. Getting the most value of your layout.
@Marduk4016 ай бұрын
1:15 i dont understand why you do this instead of just extruding all the sides and the using the clip tool to cut them into a corner? Edit: never mind I found out by using r_showtris that it makes less triangles your way.
@geraintwd6 ай бұрын
Me, still using baseq2 textures: "WTH is a trimsheet?"
@TheRealLordRama6 ай бұрын
Which level is this? I played it a while ago but I can't put my finger on it.
@Slipseer6 ай бұрын
This is an unreleased level sketch I made initially for Quake's 25th anniversary.
@TheRealLordRama6 ай бұрын
@@Slipseer Oh huh, I guess I was wrong. Thanks anyway!
@Arctic.Wolves6 ай бұрын
love you dude, your videos is very important for me :)
@Slipseer6 ай бұрын
Thanks!
@Arctic.Wolves6 ай бұрын
Do more tutto pls, your videos is best
@janhannibalsen376 ай бұрын
what texture did you use for the trim faces ? I can't see because video a bit too bad quality, looks like "tech04_8" from BASE.WAD but not sure. Can't find the texture in Q.wad , idbase_mega.wad or idbase_ultimate.wad :/ Also as someone asked how did you merge? Small details I am aware, but I really care about details. Thanks!
@Arctic.Wolves7 ай бұрын
Wow that was cool, thanks for tutto
@jdamsel82127 ай бұрын
Is this channel dead now?
@Slipseer7 ай бұрын
?
@kommandantwunder67854 ай бұрын
@@Slipseer, it's just that you haven't posted videos in 2 years already I guess.
@ringofdeath137 ай бұрын
hey What's the dev textures you use for this thanks
@Slipseer3 ай бұрын
Prototype by Khreathor
@The_LaLiLuLeLo7 ай бұрын
all that time spent texturing and aligning faces on the sides of the steps just to cover the faces with walls? The end result is pleasing, but there is wasted work here. Maybe I missed part of the video where you explained why you did that.
@Slipseer7 ай бұрын
All of the faces I manually aligned are visible.
@yumbo78997 ай бұрын
can someone tell me wheres the background music from?
@Slipseer7 ай бұрын
I made it
@yumbo78997 ай бұрын
Its amazing
@inoodlesi44597 ай бұрын
Can someone get this man to upload his key oar shortcuts because the way he works and cuts brushes and moves textures just looks lifesaving and I can't find them anywhere.
@sealsharp7 ай бұрын
So i just played the map and then watched the video. I am not the biggest fan of the monster closet design in general because it often leads to these "die once, quickload, win" sequences but this map is a nice showcase of it done well. There's enough space and paths to take to deal with situations and rarely these "yeah too bad you didn't know that lol" moments. Very nice map and an interesting video on top.
@ingolifs20 күн бұрын
Good monster closets need to have that 'oh shit' moment, but also give the player enough tenths of a second to formulate a barebones plan before they start taking damage. They also need to have good health and ammo restock afterwards, so that the player doesn't have the 'yeah I beat them, but I'm at 23% health now, so I'll just reload and prefire the closets as they open' reaction.
@sealsharp7 ай бұрын
13:00 I always wonder if that stuttering movement Quake monsters have while on moving geometry is a flaw or if that is the original update rate and the interpolation on top just does not work in that niche scenario.
@heavysystemsinc.7 ай бұрын
I think your concerns ignore that people wanting to make things in the first place will often explore the tools and take the tutorials and lessons as a crafting guide and not a creative guide. For instance, many artists in, say, anime style will begin by learning how to draw and paint from life and this is to build fundamentals and crafting techniques to get ideas out on paper. It's after that they will move into anime drawing, taking all of the life drawing lessons with them. I think you can look at teaching map making in the same way. The technique is only half of what goes into creation of something. The thought process is just as important and that's always an individual's style.
@teamlambda13378 ай бұрын
Just randomly stumbled upon this. Had to wrap my brain around this approach at first, bit it's very interesting. Thank you from 2 years ago! :)
@TimLabor8 ай бұрын
Yay! Thanks for creating this content!!
@CB669418 ай бұрын
I just finished my mini campaign for Black Mesa only to find out that I have no direction for my next map. This abstraction based mapping is so useful for mapper's block.
@Yoni1238 ай бұрын
How much is 128 in Trenchbroom in Godot's units (meters)?
@Slipseer8 ай бұрын
The most commonly used conversion is 32u = 1m. So 128u would be 4m.
@Yoni1238 ай бұрын
@@Slipseerthanks. Hmm. My character is 1m. So if I make a map in Trench I need to use a small size then
@Slipseer8 ай бұрын
@@Yoni123 Just make your character taller. World scale is not something to be played with. Needs to be as simple to work with as possible and locked in from the start.
@Yoni1238 ай бұрын
@@Slipseer Right, thanks. I'll finish this small game with the 1m char with just Godots CSG's but for the next one I'll make a taller one and use trenchbroom
@Yoni1238 ай бұрын
Can I use quake models for a free game?
@sealsharp8 ай бұрын
It's too bad this interview series did not continue forever because it has become so rare to get this type of experience about "full stack map design". When current year level designers talk about their work it's often very theoretical. Love this.
@uncertaintytoworldpeace36509 ай бұрын
So how do I map on 22.5°?
@Slipseer9 ай бұрын
Just don't.
@garvador9 ай бұрын
I would love to have more tutorials with textures like this. Great job