Background Background Background Background Background Background

Quake 3 articles

A number of these articles were written when I was much younger and have been updated. I've been writing new articles slowly over time, documenting some of the information left undocumented or not very well explained.


A number of these articles are not written by me and I've decided to host them on this site - some of which I have expanded on. While I don't suspect there will be many new level designers interested in IdTech3, I want to archive other resources and information I find - I don't trust the internet anymore, there are too many dead links! (shoutout to waybackmachine)




Bubba's mapping tutorials
Worldspawn Overview
Using GTK's Clipping tool
Quake III Common Shaders
Q3Map2 Minor Compile Switches
Basic Hinting & Portal Creation
Detail & Hint Brushes: Part 1
Detail & Hint Brushes: Part 2
r_speeds in IdTech3
Basic tutorial on getting liquids in your map
Mitering for Reduced Triangle Counts
SPoG's Technical Note
Light: -samples vs -super
Areaportals
Why Colours 'Blow Out' With Lighting
Q3map2 Leaks
How to use the _skybox entity
Why Textures Must Use Power‑of‑Two Dimensions
The Importance of _minGridLight for Competitive Play
Common Error Messages
Understanding Blocks & _blockSize
Understanding Blendmodes
Understanding rgbGen (vertex colour)
Understanding the LightGrid
Dropping weapons in maps for Urban Terror
Optimising your map for bots

More Articles & Tools

Other useful information and tools.


Understanding Hue Saturation & Luminosity
Understanding Waveforms
Colour Temperature & RBG Chart
.map Surface Generator Tool
FS Particle Studio 2 Overview
FS Particle Studio VFX Examples
Degree to Radian Converter
cg_autopickup Selector
Urban Terror - Map Release Checklist

Gameplay articles

Most of these articles aren't specifically about Level Design. However, by understanding how competitive players utilize map positions and teamwork, any aspiring level designer should be able to understand exactly what gameplay shapes are required to enable these competitive tactics.


How competitive 5v5 TS maps are played
Territorial map balance in Team Survivor
5v5 Team Survivor Gameplay Guide
5v5 Capture the Flag Gameplay Guide
Team Survivor: Rotational vs Standoff Layout Design


Videos

This is a list of the videos I've found most valueable regarding level design.
This list is currently not sorted in any order. I intend to create categories once the page starts to get full.


Shape Theory in Level Design Environment Design as Spatial Cinematography: Theory and Practice Environment Design as Visual Storytelling: Theory and Practice
Introduction tutorial on visual attention and visual salience Lecture 11: Visual Attention and Consciousness Affordances - How Design Teaches Us Without Words
Very Short Introduction to Semiotics Lecture 06 - Environment and Personality Colour In Storytelling
Level Design Cover 101 - Placement & Mindset High Level Layout Composition From Abstract Layouts to Specifics


People and places

Links to online friends - other level designers and gamedev artists. Everyone has mostly moved to artstation/social media, but this list will grow as I find all my friends personal websites.