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Quake 4 mods for dummies - Guilfoyle E.

Guilfoyle E. Quake 4 mods for dummies - Wiley publishing , 2006. - 411 p.
ISBN-13: 978-0-470-03746-1
Download (direct link): quake4modsfordumm2006.pdf
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1. Place your first crate near the bottom-right corner of the red-lit room. Leave just enough room — 40 units — for the player to squeeze through between the crate and the walls.
2. Make a duplicate of the crate you just placed. Move this to the left of the first crate.
Rather than leave this new crate flush and parallel to the first one, you are going to rotate it to add some variety and whimsy to the placement of the crates in the corner.
3. With the second crate selected, press R to turn on free rotation.
This function allows you to spin the box on the third axis of the 2D window. So, if your view of the 2D window is XY Top, free rotation allows you to spin the box on the Z axis.
4. Click and drag outside of the box in this window to rotate it. When you have it rotated to the desired angle, press R to turn the function off.
Use Figure 12-17 as an example of how I have placed the crates in this room.
5. Make another duplicate of the first crate and place it flush against the wall and to the left of the second crate.
Placing it here means the player can’t run into the corner from this side. However, you did make the crates short enough so that the player can jump over them, thereby adding another element of strategy to this corner. This slows the player down a little bit while the other side is open for the player to simply run through.
6. Place a couple more crates in this corner, but rather than setting them on the floor, place them on top of the existing crates.
This creates a really good hiding place or trap for the player. In Figure 12-18, I’ve not only placed duplicate crates on top of the others, but I’ve also rotated them slightly to make it more interesting. You should do the same.
When moving the crate on top of the others, you might notice that there is no texture on the bottom of the crate. This is easily remedied by copying the texture from the top to the bottom.
7. Go through the rest of the indoor area of your map and place a few more crates around.
Chapter 12: Adding a Few Details 167
Figure 12-17:
When placing copies of an object, orient them differently. Try rotating them or placing them offcenter from the others.
Figure 12-18:
When stacking your crates, remember to texture the
Try to build some strategic areas for the players, but don’t allow the placement to interrupt the flow of the game. Placing a crate in the middle of the hallway would passage through the hall difficult and possibly less fun. However, placing a few crates at the sides of some rooms may make play more interesting and provide places to hide. Use Figure 12-19 if you need some ideas on how to place your crates.
168 Part III: Expanding Your Creation______________________
Making crates for other environments
Figure 12-19:
Continue placing crates throughout your level.
In most cases, you could say that crates are crates, no matter where they are placed. However, when you consider how the player will be interacting with them within the game, crates become much more than just crates. The crates inside the rooms of your building not only provide something for the player to hide behind, but also something to climb over. They become part of a player’s strategy.
However, when you take the crates outside, you should be careful. You don’t want the players climbing the crates to be able to see “behind the curtain.” You don’t want them to know that there isn’t anything behind the wall or allow them to walk along the roof of the building. Think carefully about all the possibilities as you build and place crates in the outside area of your level.
Chapter 12: Adding a Few Details 169
Figure 12-20:
Crates placed in the outside area of the map should be larger than the ones indoors.
So, although crates are allowed outside of the building, they must provide limitations to the player. Such limitations can be made simply by making the crates larger.
1. In the outside area, create another boxy brush, but this time make it 96 units in size in each direction, resulting in a larger cube.
2. Texture the sides and the top just as you did the crates within the rooms in the section “Creating climbable crates,” earlier in this chapter.
3. Complete the crate by turning it into a func_static entity, as explained in “Creating climbable crates.”
Because you are working with such a large crate, you won’t need as many of them. When placing them in the outside area, don’t crowd the yard, but place enough of them to make things interesting. Also, consider strategy here by placing it far enough from some walls that the player can run behind them. In Figure 12-20, you can see that I have placed a group of them in the middle of the map. They are spaced far enough apart that the player can run between them. They are also placed inexactly to add to the reality and the interest of the scene.
170 Part III: Expanding Your Creation
Picking Up on Pickups
You run around the corner in your level while playing against someone else online. As you emerge, your opponent shoots several rounds into your player, and you escape with only a sliver of health left showing on your health bar. The next thing on your mind as a player is “Where can I find a health pickup to recuperate and get back in the game?”
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