 |
Aspiring Level Designers Conference at QuakeCon 2005
This conference is directed at game players who have ideas or ambitions and wish to bring their
concepts of game levels into a real, playable level. This session is designed to be between
60-90 minutes long, and focus on the "what" and "why" of level design, and only touching on the "how".
General overview of discussion topics
- Purpose of LDC
- Personal reasons for beginning a Level Designer
- Lots of people want to build levels
- If all maps were great maps, they'd all be normal, and there would be no competition to innovate
- Benefits of level design
- Rewarding
- Fun
- Challenging
- Quake3 technology
- Who uses it - retail games, mods, etc
- Is it "old"?
- Fundamentals learned from level design, for Quake3 engine based games
- Example - Q3 tool knowledge is very portable to new games, such as Doom3
- Part 1 - What is a...
- Texture
- Shader
- Brush
- Patch
- Part 2 - What is a...
- Surface
- Entity
- Skybox
- Model
- Tools
- GtkRadiant map editor
- GtkRadiant plugins
- Q3Ase
- q3map2build
- Using winzip to build a PK3
- Photoshop, Paint Shop Pro, Gimp, or other favorite image editor for texture manipulation
- Tips for testing new levels (console commands)
- Designing a level
- Pencil and paper layout
- Benefits and potential problems of not planning ahead
- Patience is a virture
- Basic functionallity of GtkRadiant
- The interface
- Mouse control
- Keyboard control and shortcuts
- Menu overview
- Menu button overview
- Functions of GtkRadiant
- Games and mods supported
- Platforms supported
- Compiling your level
- Shader support
- Curves support
- Plugins
- Building/compiling your level
- Q3Map2
- What are the basic options' purposes?
- -BSP
- -Vis
- -Light
- Quirks
- Setting up GtkRadiant for the first time
- Different versions of GtkRadiant
- Shaders failing to function
- The vertex daemons
- Support
- It tales a village to raise a child...
- Available forums
- Helpful websites
- Lend a hand when you can
Rev 06
Design by a wily duck
|