
This is a work in progress where all the info scattered around the web is collected, resumed and stored in a convenient place. Only the completed pages wil be shown. For the rest of the pages, check the Mapping manual page.
- Pre-mapping stage: What makes a good map, the limits of the IdTech3 engine, map planning, the editor's grid, beta testing.
- Lighting: Theory about lighting, how it works into OA (the LIGHT stage), how it's added to the maps, the "light" entity.
- Advanced lighting: Practical examples of lighting and where to better place it.
- Weapon and item placement: How and where to place weapons, ammopacks and items.
- Triggers and movers: Explanation of what the func_*, misc_*, path_*, shooter_*, target_* and trigger_* entities do.
- Creating dynamic features: Examples of what can be done with these entities, from teleporters to platforms to hazards.
- Mapmodels: What are mapmodels, the misc_model entity, the .ase format, how to create .ase mapmodels, other supported formats.
- Optimization and troubleshooting: How to optimize a map for better performance.
- Hint brushes: The VIS stage, the hint brushes, and how and where to use them.
- Bot play: How BSPC works, the info_camp and item_botroam entities, clusterportals, how to optimize a map for good botplay.
- Appendix A: Glossary of terms: What some mapping terms mean.
- Appendix C: Modelling a map: How to create a map from models.
- Appendix E2: Model sets: OpenArena's default model sets in both 0.8.8 and SVN versions.


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