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Custom levels for BombQ3 MOD
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Making maps for BombQ3 is not very different from making regular Quake3 maps. This document will explain the basics of map making for BombQ3.

The first thing you have to considder when designing your map is that BombQ3 uses a top- down view, meaning that the camera is positioned above the player. This means that your maps shouldn't have low ceilings, because then there won't be enough room for the camera. The same will be true for things the player can walk under. Lights hanging down from the ceiling might cause the camera to be pushed down. Further down in this document, a simple trick will be explained on how to create low hanging objects which the player can pass under without obstructing the camera.

 
Crates
 

BombQ3 maps should not have any item_, weapon_, ammo_ or holdable_ entities in them. Items are acquired through crates which can be broken by placing bombs near them. To create such a crate, create a brush, and apply the func_breakglass entity on it. Give it a key named "health" and a value. This value will be the amount of damage that has to be dealt to the crate before it breaks. A value of 25 is nice.

To add the new entity (func_breakglass) you need to download this small file bombq3.def and place the file in your.quake3.dir\baseq3\scripts then open your Radiant and the func_breakglass will appear in the entities menù.

 
Camera Clipping
 
The camera is positioned above the player, and will be blocked by solid brushes. If you wish to create scenery that will be located between the camera and the player, without the camera being pushed down, like pipes, then you can create a nonsolid shader. The camera won't be blocked by non-solid brushes. Here is an example of a basic non-solid shader:
 

textures/mytextures/mytex_nonsolid
{

qer_editorimage textures/mytextures/mytex.tga

surfaceparm nonsolid
cull none
{

map $lightmap

rgbGen identity

}
{

map textures/mytextures/mytex.tga

rgbGen identity
blendFunc GL_DST_COLOR GL_ZERO

}

}

 
Cel Shading
 
BombQ3 is the first mod to fully use the new cel shading abilities of the new Q3Map2 compiler made by ydnar. Most of the standard BombQ3 maps are celshaded. Cel shading is a technique to make maps look more cartoon-like by putting black outlines around brushes and mapmodels.
 

To make a celshaded map, copy the cel.shader file that comes in the q3map2 zip file to your scripts folder. Add "cel" to the shaderlist.txt file to make it available to the map compiler. Open you map in Radiant and press N to bring up the Entity Inspector. Select the "Worldspawn" entity and add a key named "_celshader" to it (including the _). Give this key a value of "cel/ink". Now when compiling your map (with Q3Map2 ofcourse), use the - meta commandline switch when compiling the BSP phase of your map.

To add an extra cartoon effect to the map, use only simple textures that are not too detailed. Texures with just one color in them add a very unique effect to the way maps look.

 
Tutorial written by Eraser
 
 

 

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