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Mapper's Guide

introduction | entities | environment | gameplay | performance | publishing


The look and feel of a map is very important. No matter how well a map plays, no one's going to want it if it looks ugly. Quake 2 is a little more complicated than Quake 1 in this sense. Although it really only has one basic theme, things like glass and colored lighting mean that there are more elements to be considered. Like Quake 1, it's somewhat difficult to use custom sounds and textures. Quake 2 uses formats other than the usual JPEG and TGA, so creating custom textures is far more difficult than with Quake 3. Because of this, most multiplayer maps use Quake 2's included set.

So, where do you start? Your first choice is pretty simple. There are plenty of exceptions, of course, but basically your map is going to be based on one of three themes, all based on tech: warm, cool, or lava-based. Gameplay doesn't really differ much between these maps, as most Quake 2 maps are a combination of large outdoor spaces and smaller, cramped hallways. More than anything, these themes simply create moods.

The warm tech theme basically describes any map that primarily uses oranges, yellows, and reds. Skies are usually orange, and liquids are neutral (nearly gray). Most of the mood is created through lighting, as textures are shared among the three types. The example seen here is Quake 2's The Edge, Q2DM1.

Lava-based maps use lava and usually include a lot of red, among other warmer colors. Skies can either be space-based or the orange sky (more common) seen in much of the single player game. Liquids primarily include lava, but can also include slime or water. The example seen here is Quake 2's Lava Tomb, Q2DM6.

The cool tech theme describes maps that include a lot of blue, green, or other cooler-colored lighting. If a skybox is used, it will often be one of the space skyboxes. Liquids are usually water or slime, and will be colored blue or green to match the lighting. The example seen here is Quake 2's WareHouse, Q2DM8.

Textures are not everything. Lighting is probably the most important part of the entire environment, because it can have the most profound impact on the player. Since Quake 2 allows you to use colored lighting, it gives you a lot of flexibility. Dark rooms with dramatic lighting can really put an accent on the mood of a map. By learning how to place light entities properly, you can have a much better result - it takes a lot of practice, but it's worth it. Always remember to use a lot of dimmer lights rather than one bright one - it makes the lighting look smoother and more natural. And, of course, follow the shape of the object or light in question. By placing light entities near the light sources themselves, you can make the effect seem much more realistic.

Editor's Note: all of the maps seen as examples above are packed with the retail version of Quake 2.

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