Imho wait and delay are beyond basics, more towards advanced stuff. But since they are defined in the .def, it's probably good to explain them before someone accidentally local minlights a whole map or something.
I actually agree but they needed their own dedicated episode so I made it this one.
And I'm not sure if you are joking about the minlight but we just saw that here last week.
There sure are a lot of ways to make arches. I’ve seen and read so many ways to make them in Quake and Source, but that method does seem particularly friendly. I like TB’s vert merging you can do just by dragging through them. Nice and clean brushwork.
Are you the first to make a comprehensive tutorial series for Quake mapping? There are countless beginner tutorials for Source’s Hammer out there, but haven’t seen anything for Q1SP.
I am trying to make these as approachable to newbs as possible.
And yeah, I think for Q1SP yes this is the most comprehensive video series so far.
Can you go over setting up mods? Like what's different about your setup for mapping for AD or Quoth for example? FGD's, models, textures etc.
I started on one a while back. For you? Yes. Will get that cut out ASAP.
I saw a few bits in the video that discussed how vanilla texture alignment works (the comparison to a film projector is excellent); do you plan on touching on the Valve 220 map format and its brush face-aligned texture projection?
Yes. Even though the series is really dedicated to id level quality I am going to cover 220 for sure. TBH I need to understand something fully before attempting to teach it so I need to spend some time in JACK and really understand what is happening with per face projection. I'm nearly there but want to feel confident in what I am trying to relay. So I left that out of this tut.
dumptruck, I just watched the texturing tutorial, and it's awesome. Just great how you manage to pack so much info into these short vids. In this tutorial especially, you covered many (if not all) of the ways to manipulate textures in TB (some of which I had long forgotten about, thank god for the manual), and I think it's very commendable that you don't just show your personal favorite way of using TB, but give options to the users.
Thank you again for your great tutorials, I'm sure they help so many people out there, and of course, they help to bring more people to TB and Quake mapping!
I appreciate the feedback. Sometimes it's very tough to know what to include or leave out but I though these shortcuts were very well thought out and I didn't know about some of them.
Thank you and ericw and the other contributors for such a cool application.
Another awesome video! Do you have any plans to do one on scale? As in the scale of architecture?
No, I wasn't planning on addressing scale but it does remind me that I had issues with scale starting out myself. And occasionally I make my layouts WAY too big. Do you have any specifics you want me to cover? I can put on my thinking cap and see what I can come up with.
Just more in line with best practices for scale. I am just starting out and I find I either build to small or to large.
@Ilpadrino Re: Scale
Take a look at the id maps. I cover how to set them up and view them here: https://youtu.be/sg0iKjYsoBg
A good approach is to get your floor size decided first and if you feel like you've made things too big, encroach on the space with pillars or corners etc. Stay away from boxiness, add shapes to break up the room. Because most of us are familiar with the original game it's good to go back and see "how big was this hallway or room in e1m1?" or "how high up are the ogre's in this section compared to the player?"