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.