Connecting rooms

The Method
Okay, let's pick up the pace a little. We're going to make two rooms joined by a hallway. This may get tough, as we're going to be resizing multiple parts of rooms. This is how most things are built for Quake, so if you can do this, you can do just about anything. While we could do this a bit easier by carving, we want to avoid carving whenever we can (carving is bad, got it!?). Let's start by making one of the rooms and the hallway and joining them together. We'll do this in 3 steps and add the second room in the fourth not-so-basic step.

1 - Create the room and the hallway, hollowed out and unconnected.
2 - Open the wall of the room to connect the hallway.
3 - Ungroup the hallway and delete the connecting wall.
4 - Adding the second room.

Step 1
Make the first room about 6 x 11 x 9 (X,Y,Z or height, width, depth) squares - each one being 64 units. Then create a smaller room (the hallway) off to the right side of the room about 3 x 12 x 3. Keep it one square away from the room for now. Hollow both of them out.
   

3D Textured View 3D textured view
Ungroup selected groups Ungroup
Copy Copy
paste Paste

Anything you hollow will automatically be made a "group". You can group:Group selected objects or ungroup: Ungroup selected groups any type or number of items using the shown buttons. Using groups makes moving and keeping track of related items easier. There's more on "groups" in the advanced editing techniques section.

 

Step 2
Next, you want to make the opening in the wall of the room that is going to connect to the hallway. That opening is going to be, the same size as our hallway, so we'll use it as a guide. Lets put a camera in the room, facing the wall that the hallway will connect to .
Switch to 3D textured view.
Now, we need to select the wall of the room where the hallway is going to connect. When we hollowed out the room Worldcraft automatically grouped the 6 walls of the room as one item. We need to ungroup is so that we can select the individual brushes that make up the room (floor, ceiling, walls, etc.).
Select the room and then hit the ungroup button. We can now select the individual brushes of the room.
Select the wall where the hallway is going to connect, and make sure it is the only thing selected. In the "side view, hold the mouse cursor over the middle right selection box until the cursor changes to a double ended arrow , this will allow you to resize the wall . Now we'll left-click-hold-drag those arrows to resize that wall until it is even with the outside of our hallway. . Next, with that piece still selected, we'll copy it, press the [Copy] button. Now press the [Paste] button to paste a copy of that wall into your map . It will be in the wrong spot, so lets move it into position on the other side of the hallway, you'll probably have to switch your grid to 32 to get it exactly into position . We still have to fill the space over the doorway, so [Paste] another copy of that wall into your map. This piece we'll have to move into position, and then resize it down to fit the space over the doorway just right .
We're done this part, now the next step is opening up the hallway.

   

Ungroup selected groups Ungroup

Step 3
First thing here is to select and then move the hallway flush with the wall we've made the hole in , again, using the 32 grid may be necessary. Now we'll open the end of the hallway so that we can get into it. Select the hallway, and click the ungroup button. Now we can select the end of the hallway box by itself, click on the end of the hallway in the 3D window . Press [Delete] to remove that hallway end . Almost there, all that's left is to resize the hallway walls and ceiling until they line up with our room. Select them one at a time and then resize them . Excellent, if you've made it this far, the next step shouldn't be too hard .

   

Group selected objects Group
Copy Copy
paste Paste
Step 4
Lets connect another room at the other end of our hall. This room we're simply going to make a copy of the first room.
We're going to have to select all the walls of the first room, and make it a group again, this can be tricky at first, so don't give up, and pay close attention.

Make sure the camera is in the same position it was in for the previous steps, and that you can see the floor and side walls as well . In the 3D window, switch to select mode and click on the floor of the room to select it . Here's where it can get tough. Hold [Ctrl] and continue to hold it. With [Ctrl] held, start clicking on the other pieces of the room in the 3D view until they are all selected, do not select any of the hallway . We still have to select one more wall, but it's behind the camera. Lets group the walls we have selected so that we don't have to select them all again if we lose them. Release [Ctrl] and click the Group button . Switch to camera mode, and press [C] to move the camera back until you move through the wall behind you and can see the whole room in the 3D view . Switch back to the select tool and Press and hold [Ctrl] again, now click on the one remaining wall, the whole room should be selected now, and at the bottom of the Worldcraft views, it should say "2 objects selected". Click Group now to make the room all one group now.
Next, with that room still selected, we'll click Copy and then Paste and we'll have a copy of the first room in your map, except, it's in the wrong spot, and facing the wrong way . No problem.
We'll flip the room first, use the menu [Tools => Flip Objects => Horizontally]. Blam, it's facing the right way. We just have to move it into position at the other end of the hallway. Line it up so it's just touching the other end of the hallway, and make sure it's lined up in all of the 2D views .
Two more steps and we're there. Move the camera so that it's in the new room, facing the opening where our hallway is . Select the end of the hallway and delete it, just like you did earlier at the other end of the hallway. And just like you did before, resize the hallway walls and ceiling until they line up in the new room . All you need is an info_player_start entity, and you're ready to check out your rooms in Quake. If everything went right, you won't have any leaks, and the walls will all be lined up nicely, if not, you can fix any misaligned walls which will likely solve any leaks you may have.

Congratulations, if you mastered this step then you can now build just about anything you're willing to attempt.

   
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