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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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Here is a link to the final map if anyone is interested in playtesting.

https://drive.google.com/open?id=14HcCX9XRv6p1KIUrx1s1IRIVxj5UCG5I 
DooM_RO 
Seems like a good first effort. Though unfortunately it's pretty much unplayable currently. The map is unsealed (leaks) and unvised - this is something you must address before the final release. In addition, there are many issues concerning entity placement: nine items (including a grenade launcher) fall out of the level, and a large number of monsters are being reported as partially stuck in geometry. Check the map with developer 1 and you'll see all the warning messages in the console:

walkmonster 'monster_ogre' in wall at '768.0 -80.0 265.0'
walkmonster 'monster_zombie' in wall at '-784.0 -704.0 41.0'
walkmonster 'monster_zombie' in wall at '-352.0 -400.0 41.0'
walkmonster 'monster_ogre' in wall at '528.0 -1008.0 489.0'
walkmonster 'monster_ogre' in wall at '296.0 -1072.0 488.0'
walkmonster 'monster_ogre' in wall at '368.0 -976.0 489.0'
walkmonster 'monster_ogre' in wall at '296.0 -1240.0 489.0'
walkmonster 'monster_enforcer' in wall at '632.0 -952.0 296.0'
walkmonster 'monster_ogre' in wall at '224.0 -1288.0 184.0'
walkmonster 'monster_ogre' in wall at '-2400.0 -1472.0 -424.0'
walkmonster 'monster_ogre' in wall at '-1704.0 -1880.0 -72.0'
walkmonster 'monster_ogre' in wall at '-2224.0 -2288.0 -72.0'
walkmonster 'monster_ogre' in wall at '-2528.0 -2032.0 -72.0'
walkmonster 'monster_knight' in wall at ' 32.0 -1808.0 25.0'
walkmonster 'monster_knight' in wall at ' 96.0 -1808.0 25.0'
walkmonster 'monster_knight' in wall at '-32.0 -1808.0 25.0'
walkmonster 'monster_knight' in wall at '192.0 -1840.0 25.0'
walkmonster 'monster_knight' in wall at '128.0 -1840.0 25.0'
walkmonster 'monster_knight' in wall at ' 64.0 -1840.0 25.0'
walkmonster 'monster_knight' in wall at ' -0.0 -1840.0 25.0'
walkmonster 'monster_knight' in wall at '-64.0 -1840.0 25.0'
walkmonster 'monster_knight' in wall at '-128.0 -1840.0 25.0'
walkmonster 'monster_knight' in wall at '-160.0 -1872.0 25.0'
walkmonster 'monster_knight' in wall at '-96.0 -1872.0 25.0'
walkmonster 'monster_knight' in wall at '-32.0 -1872.0 25.0'
walkmonster 'monster_knight' in wall at ' 32.0 -1872.0 25.0'
walkmonster 'monster_knight' in wall at ' 96.0 -1872.0 25.0'
walkmonster 'monster_knight' in wall at '160.0 -1872.0 25.0'


bonus item 'item_shells' fell out of level at '624.0 -48.0 22.0'
bonus item 'item_health' fell out of level at '216.0 -1312.0 166.0'
bonus item 'item_spikes' fell out of level at '-2240.0 -576.0 -410.0'
bonus item 'item_spikes' fell out of level at '-2016.0 -576.0 -410.0'
bonus item 'weapon_grenadelauncher' fell out of level at '-1760.0 -992.0 -378.0'
bonus item 'item_shells' fell out of level at '-1632.0 -1280.0 -658.0'
bonus item 'item_shells' fell out of level at '-2544.0 -1648.0 -202.0'
bonus item 'item_rockets' fell out of level at '-1296.0 80.0 38.0'
bonus item 'item_rockets' fell out of level at '-1264.0 80.0 38.0'


The monster in wall warnings may not be critical in most cases (usually if placed too close to a wall or ceiling - have at least 4 units space between), but it's still a good idea to try to fix it.

Apart from that, it seems there are no difficulty settings whatsoever and a very large enemy count to the point where at least the entire upper (outside) part feels extremely overcrowded and unfair - and especially since most of them seem to wake up all at once.

I didn't play the map properly in light of the aforementioned issues, but my initial thought: I don't really like it when enemies spot you and attack the very moment the map starts, at least if it's without warning and they spawn close by. I would remove all monsters from the start room; maybe put them in the room to the left (partrolling maybe?). This would have the benefit of keeping them from opening the door to the right and making even more enemies wake up right away.
The population in the outside area should be thinned out somewhat, or made to wake up in waves (e.g. "ambush" spawnflag), or the ones on the battlements only appearing at a later point when the player has cleared the majority of enemies in the area (e.g. by having them move up from holes on top of the wall or teleporting in). As it stands, it's pretty messy and bullethell on top of being low on health and ammo at the start. 
Btw 
Wasn't supposed to come across as bashing the map, just highlighting some things to improve for the next beta. 
I'm Having Problems With My Map (compiling). 
At first my map compiled with no lights at all and in the end it didn't compile at all.

I'm making it in JACK (I'm too used to Hammer and it's like Jackhammer) and compiling in TrenchBroom or Quark (because JACK fails to create .bsp file). TB can't launch the map and Quark gives me the error: «SubdivideFace: didn't split the polygon».

Could anyone, please, take a look at the map and say what's wrong with it?

Link to the .map file: https://drive.google.com/open?id=1gAltEvDB1hDXnsgvg5IJsQZlt9qFvp2P

P.S. It's obviously not finished. BTW, placing buttons made it crash for some reason and triggers don't seem to work. Golden key changes position for some reason and other weird shit only here, only now.

P.P.S. Quark log:

5227 leaffaces 4806 nodefaces ************ ERROR ************ SubdivideFace: didn't split the polygon

!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-! Build failed, because it did not create the (+BSP) file: D:\Steam\SteamApps\comm on\Quake\tmpQuArK.\maps\pipe_dream.BSP Build failed, because it did not create the (+PRT) file: D:\Steam\SteamApps\comm on\Quake\tmpQuArK.\maps\pipe_dream.PRT

_________________________ GO ! (textures+build+Quake) _________________________

D:\Steam\SteamApps\common\Quake\tmpQuArK> "E:\Закуток Разраба\GoldSrc Games\J.A. C.K\quake\qbsp.exe" maps\pipe_dream.map

Quake BSP Compiler (build Oct 8 2015) ----------- qbsp ------------ qdir: D:\Steam\SteamApps\common\Quake\ gamedir: D:\Steam\SteamApps\common\Quake\tmpQuArK\ outputfile: maps\pipe_dream.bsp --- LoadMapFile --- maps\pipe_dream.map 465 brushes 41 entities 48 miptex 233 texinfo building hulls sequentially... --- Brush_LoadEntity --- 445 brushes read ---- CSGFaces ---- 2845 brushfaces 7194 csgfaces 2277 mergedfaces ----- SolidBSP ----- 3247 split nodes 1546 solid leafs 1702 empty leafs 0 water leafs 6231 leaffaces 5777 nodefaces ----- portalize ---- ----- FillOutside ---- 806 outleafs ----- SolidBSP ----- 2480 split nodes 1309 solid leafs 1172 empty leafs 0 water leafs 5227 leaffaces 4806 nodefaces ************ ERROR ************ SubdivideFace: didn't split the polygon

!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-! Build failed, because it did not create the (+BSP) file: D:\Steam\SteamApps\comm on\Quake\tmpQuArK.\maps\pipe_dream.BSP Build failed, because it did not create the (+PRT) file: D:\Steam\SteamApps\comm on\Quake\tmpQuArK.\maps\pipe_dream.PRT 
 
SubdivideFace: didn't split the polygon typically means that there's a face somewhere on which the texture is scaled too low for QBSP to handle. For example a small face/brush with a texture scale of less than 0.25, or something along these lines.

It seems you use the compilers that come with Quark. I don't even know what those are, but they're definitely outdated. Try some newer ones, e.g. these, and it should either take care of it right away or at least give you some indication of where the problem originates. 
 
1st thing I did is changed textures to default wall and checked scale, it's 1.0 for everything.

Quark uses the same compilers as JACK and TB. 
 
JACK log

** Executing...
** Command: Change Directory
** Parameters: D:/Steam/steamapps/common/Quake/pipe_dream


** Executing...
** Command: Copy File
** Source: D:\Steam\steamapps\common\Quake\pipe_dream\pipe_dream.map
** Destination: \pipe_dream.map


** Executing...
** Command: E:/Закуток Разраба/GoldSrc Games/J.A.C.K./quake/qbsp.exe
** Parameters: "\pipe_dream"
Quake BSP Compiler (build Oct 8 2015)
----------- qbsp ------------
************ ERROR ************
SetQdirFromPath: no 'maps' in \pipe_dream


** Executing...
** Command: E:/Закуток Разраба/GoldSrc Games/J.A.C.K./quake/vis.exe
** Parameters: "\pipe_dream"
Quake VIS Compiler (build Dec 11 2013)
------------ vis ------------
************ ERROR ************
Error opening \pipe_dream.bsp: No such file or directory


** Executing...
** Command: E:/Закуток Разраба/GoldSrc Games/J.A.C.K./quake/light.exe
** Parameters: "\pipe_dream"
Quake LIGHT Compiler (build Oct 6 2015)
----------- light -----------
************ ERROR ************
Error opening \pipe_dream.bsp: No such file or directory


** Executing...
** Command: Change Directory
** Parameters: D:/Steam/steamapps/common/Quake


** Executing...
** Command: D:/Steam/steamapps/common/Quake/quakespasm.exe
** Parameters: +map pipe_dream


************
for some reason it launches the old version, no lights. 
@mafon2 
I will look at your map this evening after work. I can load it at work but I can't compile it without a lot of trouble. I'd suggest compiling with ericw tools and using Necro's compiling GUI. It will eliminate any issues that may be arising from switching between editors. Here is a PDF I created with step by step setup instructions on page 2.

http://www.quaketastic.com/files/misc/dumptruck_ds_TrenchBroom_2_Tutorial_Setup_Shortcuts.pdf

I'm not sure if you've seen my TrenchBroom 2 tutorials but this pdf if is specific to the Quickstart tutorial. But it's shouldn't matter.

One thing is I am seeing you have wads in 2 locations on your system. I would move them to a common folder and re-link them in your editor of choice. Try to compile with ericw tools and Necro's GUI.

I'd also recommend you watch my Quickstart video as well. In it I recommend setting up a "dev" folder for Quake and show how to do it.

https://youtu.be/gONePWocbqA 
 
it seems that some columns caused "integer" trouble. I deleted 'em. Nothing changed. 
@ Dumptruck_ds 
Oh, thank you for the step by step instruction. I'll try it as soon as possible. 
Common Compiling Errors 
I think if you take Negke's and my suggestion and ensure you use ericw's tools to compile you will be able to supply us with better information overall. Please try that and share the .log files that are generated.

http://web.comhem.se/bjp/tooltips.txt 
 
I found that some portion of errors was tied to the root folder name (сyrillic). After I changed it, EricW made me a .bsp. (Still no lights. And keys dissapear for some reason)

I adjust the archive with logs and .bsp.

https://drive.google.com/open?id=1xg9ctxbBz4gc-0vAWZAueAno3PdBYdCZ

It's a middle of a night here, so I'm signing off. Again, thanks for the quick answers, wasn't expecting this. 
@mafon2 
Hey we're getting somewhere. I'm assuming ericw found some leaks. I loaded up the map in TB2 and the level in Quakespasm.

First off you want to run Quake with the +developer 1 command line option or type developer 1 in the console and then restart. Either way you will now see much more information in the console. You can dump the console to a txt file by typing condump in the console. Here are your missing keys and items:

Bonus item fell out of level at '1920.0 1856.0 230.0'
Bonus item fell out of level at '1700.0 1844.0 6.0'
Bonus item fell out of level at '2272.0 1952.0 222.0'
Bonus item fell out of level at '2132.0 2144.0 -186.0'
Bonus item fell out of level at '1684.0 2144.0 -186.0'


In TrenchBroom in the View menu select Camera > Move Camera to... and type in those coordinates above. You will then be "inside" the entity. In this case your keys and other items are too low to the ground or close to other items so they've fallen out of the level.

There are lights in your level. HOWEVER, you have a light key in the Worldspawn that is making the entire level lit at 200 regardless of your light entities. If you delete that key your lights will work.

The gold key up top I think is being pushed down into the world by the func_plat you are using.

The level is pretty nice. I hope you keep working on it. We're happy to help. 
@mafon2 
Hey we're getting somewhere. I'm assuming ericw found some leaks. I loaded up the map in TB2 and the level in Quakespasm.

First off you want to run Quake with the +developer 1 command line option or type developer 1 in the console and then restart. Either way you will now see much more information in the console. You can dump the console to a txt file by typing condump in the console. Here are your missing keys and items:

Bonus item fell out of level at '1920.0 1856.0 230.0'
Bonus item fell out of level at '1700.0 1844.0 6.0'
Bonus item fell out of level at '2272.0 1952.0 222.0'
Bonus item fell out of level at '2132.0 2144.0 -186.0'
Bonus item fell out of level at '1684.0 2144.0 -186.0'


In TrenchBroom in the View menu select Camera > Move Camera to... and type in those coordinates above. You will then be "inside" the entity. In this case your keys and other items are too low to the ground or close to other items so they've fallen out of the level.

There are lights in your level. HOWEVER, you have a light key in the Worldspawn that is making the entire level lit at 200 regardless of your light entities. If you delete that key your lights will work.

The gold key up top I think is being pushed down into the world by the func_plat you are using.

The level is pretty nice. I hope you keep working on it. We're happy to help. 
@negke 
The map works well on my end but I will keep in mind what you said.

I am still getting used to how Quake feels. I mean AD got me back into it (didn't even know Quake had a mapping community before that!) so I kinda designed my maps like I would design my Doom maps. I am still getting used to tougher individual enemies and the slower speed. 
Mission Accomplished 
Thanks for all your support, it works fine now! Some trouble with the key I so wanted to place under the moving platform, but otherwise – pretty smooth.

I love making levels, but rarely finish them :).

I was so used to leaks and light surfaces overload that I assumed that there's a trouble with the light by the default xD.

P.S. Now the map looks less embarassing : https://drive.google.com/open?id=1J7gSfXqR3umYRURJ6wUOBlLBBFJU7K9k

P.P.S. I must say it's really increadible work you're doing for Quake community. It's hard to belive that the tools are still being made. 
@mafon2 
Glad this is working now. I have faith in this level. You should finish it.

SleepwalkR and ericw are doing a great job developing TrenchBroom and keeping us all mapping after 21 years... amazing. 
Free Space Around Entities 
BTW, how much space should be left around items and monsters for them not to stuck / to appear?

Dogs in my level glued to the walls of their kennels (64x128x64) and some items don't respawn if placed too close to the walls or to the other items, but not always. Like, for example, armor and rockets goes fine together, but rockets and nails don't and niches are apparently very item-unfriendly.

This key, I was speeking about early, finally it got right where I want it, but it's like pure luck. 
 
All monsters are Shambler-sized in their collisions, to the best of my knowledge.

64 width, 64 height 88 tall -- says the engine source code. 
 
That can't be right, this fullbright box compiled just fine and didn't drop the enemy into the void with an enemy's hitbox- listed as 32x32x64 in Trenchbroom- a single unit away from the wall. Making it touch the wall still spawns it but it ends up stuck (an error is shown in the console when using developer 1), but even one unit is enough to leave it free to turn around and run. 
 
It might not be right. I don't work with the qbsp tools. There may be other factors in play than just what the engine says is the monster hull, which is hull->clip_mins: -32, -32, -24 to hull->clip_maxs: 32, 32, 64. 
 
There are two bounding box sizes: 32x32x56 and 64x64x88. There needs to be some space around and above them for the monsters to be able to move and not produce a warning (or for items not to fall out) - they must not touch a wall or ceiling, but they can be placed right on the ground. As Spud pointed out, a space as small as 1 unit can be enough. 
Quake Collisions And Placing Stuff 
Vertical, have at least 1 unit of space above the heights below. 2 is recommended. The origin(center point) can be put exactly on the floor, though for monsters it is best to put 1 or 2 units above the floor at least to avoid potential position rounding errors sticking them through the floor (should be rare in newer editors).

Horizontal have at least 2 units of space beyond the sizes below.

Items are an effective 62 units tall. Items are 32x32x56 tall and get moved 6 units up on level start so that they can be "dropped" straught down to instantly put them on the floor and also check to see if they are below the floor and thus "fell out of level".

Monsters have 2 different collision hulls regardless of the bounding box sizes shown in Hammer/Worldcraft or other which negke mentioned above. The bounding box size for monsters shown in the editor should be close. Most smaller or narrower enemies use 32x32x56 (hull1), the larger enemies such as shamblers and vores use the 64x64x88 (hull2) size.
Dogs are a little wierd in that they have same size collision as shamblers, BUT...

There is a 4th layer of collisions...the qc code can define any bounding size it wants for an enemy. The engine rounds this size to the hull closest to either of the 2 enemy sizes for all collisions except raytracing and bullets. The qc lets, for unstance, giant monsters such as the gug, vermis, or boglord, get shot more easily in a way that is believable rather than only having bullets affect it right in the center 64units. Also tiny monsters such as fish or spiders don't get hurt if you shoot the empty air above or below them even though there could be 20-30 units of collision hull above these smaller enemies, shooting the air doesn't hurt them.

That is why, even though enemies appear to fit in niches in the editor and make sense from where you can shoot them, the tiny enemies still all need 57 units of vertical space. You can cheat it visually by using func_illusionary so long as the player can't reach the niche. 
 
That explains a lot. 
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