Julius {l Wrote}:while underground levels require you to use GTKRadiant or such to build the levels.
andrewj {l Wrote}:Julius {l Wrote}:while underground levels require you to use GTKRadiant or such to build the levels.
I think that could be a potential bottleneck, especially if underground dungeons make up most of the game, as you need people experienced with GTKRadiant (or NetRadiant, etc) to make those parts, and it can be quite difficult and slow.
There is a recent Quake editor called TrenchBroom which may be easier to use, it is basically WYSIWYG (what you see is what you get), though it may take some work to support the Quake2 format -- the raw map format is basically the same as Quake but it's a matter of getting the textures into a texture wad and invoking the Quake2-specific BSP compiling tools.
You could probably create a bunch of largish room pieces and have some logic to combine them into a large dungeon, like 2D tiles but in 3D. One issue is lighting, it is baked into the BSP models, so where two of these pieces connect may look strange as the lights in one piece will not affect the other piece.
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