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Other Entities
In Quake there are a large number of "Entities." These are the "Things" you see around in the level. Examples of these include Health or ammo boxes, weapons keys etc. This tutorial will show you how to make a simple "Complete" level with monsters and weapons.
To begin this tutorial you will need to construct the physical level its-self. In other words the individual rooms etc. You can make this as complex as you wish, with corridors and multiple rooms. You can use the technique described in the previous tutorial to join two rooms (ie: use a brush to carve a hole between two rooms.) In my example level I have simply made a small starting room, a fairly long corridor, then a large main room where all the action will take place. You can make these look as ornate as you wish, this is all up to you. It is at this stage in the tutorials that you should be messing around trying different lighting with different textures and stuff. The number one rule with these tutorials is to have fun, if you happen to learn how to use QOOLE in the process, then good for you :)
The next few steps are all involved in placing entities around your level. The first entity you place will usually be your player starting position (Note: You can use the rotate mode to turn the player to start facing in a particular direction.) Then you will usually insert lighting, and the final step would be to insert monsters and weapons. It is quite surprising how weapon and monster placement can change a level. You must strike a balance in a single player level between weapons (including ammo) and monsters. You should not start the level with a rocket launcher against a grunt, nor should you start a level facing a Shambler with only your puny shotgun. Try to make your level seem ordered, so that you work through your level systematically so that your weapons increase in power as the monsters increase in density and ferociousness. A level should never be too easy, but it shouldn't put off the player within a minute.
Now you must insert the entities into your level, again, this is up to you. In my level the player starts in the small room facing a dark corridor, You then proceed into the larger room to combat a couple of monsters. I included a couple of heath boxes for those who actually take some damage from this little engagement.
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