The End

   While this may be the end of the tutorial, it's only the beginning of your adventures in Quake level editing. Even with what you've learned here, trial and error are always the pathway to perfecting the craft. My own recommendation for learning to make great levels is to make small test rooms, or boxes, to try out and understand each individual part or entity separately. Once you know how all the pieces work, you can easily build any map you'd like, and do it fairly quickly.

   When you get to building a big map, it's easy to be overwhelmed by all the rooms and details. You'll want to use the VisGroups to make working with the smaller parts of your map easier. Each room is little more than a small test box, but when all these boxes are presented together they can become a great level. Putting the basic layout of your level down on paper before you start can always save you a lot of time and confusion as you link your simple rooms into a finished level.

   Definitely study other peoples maps to extract as much information about style, architecture and details as you can. Once you get going, question the details of your own maps, or the lack thereof. Every map can always be done a bit better than the last, and they undoubtedly will. You have the same skills that almost any professional level designer had to start out with, and how far you want progress and perfect those skills is entirely up to you.

   We hope to be seeing and playing your own levels out there on the internet soon.

   
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