The idea of creating virtual worlds in which we can explore a place
that looks as real as our own was popularized in William Gibson's book
Neuromancer. That was 10 years ago, long before any computer was
capable of creating a true virtual world for us to fully experience. But
since that time, advancements in computers have given us the ability to
portray worlds which, while not totally immersive like Gibson's 'cyberspace',
have come amazing close to those of the real world. People like John Carmack
have brought us the ability to create a virtual space where we can experience
places and phenomenon that would be otherwise impossible in the real world
- instead of going to a movie and watching the hero defeat the villain
and save the girl we can take an active role as the hero.
This analogy between movies and level design is a good one. In much the same was as movie director creates a movie, a level designer creates his 'virtual world'. They both must start with the basics: A set has to be built where the action will take place (Building a level) , a plot must be developed (setting the theme and background story) , actors and props must know their places and cues (Monsters placed, traps laid.). Once all that is done then the real magic can take place. The movie will be filmed; the level will be played. Both the movie and the level will only last a couple hours at most but the work behind the scenes is enormous by comparison. The goal of both these people is to provide the customer with the most intense, most profound, and most amazing 2 hours possible. In this analogy Worldcraft is the director's tools. It does the job of workers who build the sets, the people who run around with cameras, it get the special effects ready , organizes the actors, and makes sure everything goes smoothly - now if only we could get it to cater.
The aim of this Tutorial is to start people off into editing and creating their own worlds. It will explain the tools and their most effective use in designing a level. It will also explain the basics of the Quake engine and some of the quirks and rules that level designers have to live by. I've made every attempt to be as thorough as possible while keeping things simplistic enough for even the total newbie. I hope that in finishing this tutorial you will be well on your way to creating worlds of your wildest dreams ...or nightmares.
Note: This tutorial has been made over the course of several different versions of Worldcraft. Not all screenshots will look exactly the same as your screen will in all cases. Don't panic and start e-mailing us or throwing yourselves off cliffs :)
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