Shown entries: 1-10
Compare 16-unit, targeted 8-unit, and global 8-unit Q3Map2 lightmaps with measured BSP and atlas sizes from an FTEQW test map.
Learn how Q3Map2 builds visibility portals, where a hint brush can help, and how to verify the result in a compiled map.
Concise overview of Binary Space Partitioning (BSP) used in Quake-style engines, explaining how BSP trees are built.
Level design is one of the highest-leverage disciplines in game development because it binds together mechanics, pacing, art, AI, narrative delivery, and performance constraints into a single playable system.
I define Unit as a unit of length measurement close to the inch and rounded for ease of calculation. Of course, this is true for most games, but the developer can change the proportions depending on what they are doing.
Basic tutorial that covers how to use TrenchBroom for Half-Life (Counter-Strike 1.6) mapping, initial setup and some basic features.
List of most common warnings and errors you can get while compiling a map.








