A short introduction to creating quake3 arena maps. Through the following steps you should be able to construct and play a new arena you have created for quake, including features such as light source mapping, skies, jumpads, entities(ingame models) and liquids.
Software
For the purposes of this tutorial you will be using the following software.
Most of which is freely downloadable from web sites like FilePlanet.
Quake3 Arena the game itself, still a remarkable piece of programming even after so many years.
Radiant a quake3 editor that provides all the functions we need to design a fully featured quake3 level. (This editor was also used by ID themselves)
Q3Build a tool that makes compiling and running maps much easier.
Winzip or another .zip compression utility.
There are other peices of software that you may find useful for more advanced quake editing, such as arenamaster and milkshape.
Contents
The tutorial is split into the following sections.
1. Basic mapping theory
2. Creating a room
3. Lighting and entities
4. Advanced texturing
5. Triggers and jumps
6. Connecting rooms
7. Compiling and adding game features
More information is available online through sites such as www.planetquake.com and
www.quake3arena.com. You just have to look for it. It is also a good idea to download other peoples maps to see how they have dealt with common problems and what effects they have managed to produce.