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Tune lightmap resolution without bloating a BSP
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Tune lightmap resolution without bloating a BSP

Compare 16-unit, targeted 8-unit, and global 8-unit Q3Map2 lightmaps with measured BSP and atlas sizes from an FTEQW test map.

Understanding VIS and hint brushes in Q3Map2
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Understanding VIS and hint brushes in Q3Map2

Learn how Q3Map2 builds visibility portals, where a hint brush can help, and how to verify the result in a compiled map.

Introduction to BSP Trees
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Introduction to BSP Trees

Concise overview of Binary Space Partitioning (BSP) used in Quake-style engines, explaining how BSP trees are built.

Level Design for Action Games: From Blockout to Playable Experience
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Level Design for Action Games: From Blockout to Playable Experience

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.

What is in-game unit? About Hammer Units
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What is in-game unit? About Hammer Units

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.

Q3MAP2 Shader examples
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Q3MAP2 Shader examples

Example shader persets for Quake 3 mapping

 How to use TrenchBroom for Half-Life (Counter-Strike) mapping
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How to use TrenchBroom for Half-Life (Counter-Strike) mapping

Basic tutorial that covers how to use TrenchBroom for Half-Life (Counter-Strike 1.6) mapping, initial setup and some basic features.

Q3MAP2 Warnings and errors
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Q3MAP2 Warnings and errors

How to fix most common probles with q3map2

Most common map compiler errors QBSP
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Most common map compiler errors QBSP

List of most common warnings and errors you can get while compiling a map.

Creating a Skybox using Terragen
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Creating a Skybox using Terragen

This explains how to create your own skybox using Terragen.

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