3. First Setup
- Locate and open the
quake-leveldesign-starterkit-[date]-[os]/
directory in your file explorer. - Create three new directories:
- An
id1/
directory inside thetools/ironwail/
sub-directory. - A
maps/
directory within thetools/ironwail/id1/
sub-directory to store compiled maps. - A
working/
directory at the root level and a sub-directory namedquake/
inside it.- This sub-directory will host
.map
files and other related files once thelevel-compiler/
binaries are used.
- This sub-directory will host
- An
- Copy the
.pak
file(s) from your Quake game installation and paste them (it) into thetools/ironwail/id1/
sub-directory:-
pak0.pak
andpak1.pak
from the original game release. -
pak0.pak
from the re-release.
-
Note
These instructions also apply to other expansions and modifications.
Your directory structure should look like this:
.
├── extras/
├── level-compiler/
├── level-editor/
├── working/
| └── quake/
└── tools/
└── ironwail/
└── id1/
├── maps/
├── pak0.pak
└── (pak1.pak)
- Open
TrenchBroom
. - In the
Welcome to TrenchBroom
window, clickNew map...
. - In the
Select Game
window, clickOpen preferences...
. - Select the
Quake
profile in theGames
tab of thePreferences
window.- Set the
Game Path
to<path/to/quake-leveldesign-starterkit-[date]-[os]>/tools/ironwail
.
- Set the
- Click
Configure engines...
. - Add a new profile by clicking the
+
button.- Set
Name
toIronwail
. - Set
Path
to<path/to/quake-leveldesign-starterkit-[date]-[os]>/tools/ironwail/ironwail(.exe)
.
- Set
- Click
Close
. - Leave the
Compilation Tools
fields empty. - Click
Apply
, thenOK
. - Select the
Quake
profile in theSelect Game
window. - Keep
Map Format
asValve
. - Click
OK
. - A new document is now open for mapping. Save it in
<path/to/quake-leveldesign-starterkit-[date]-[os]>/working/quake
sub-directory (Name it as you wish).
TrenchBroom is now open. You see a square shape in its 3D view.
- Click on the
Run
menu. - Select
Compile Map...
. - In the
Compile
window, add a new profile by clicking the+
button.- Set
Name
toCompile
. - Set
Working Directory
to${MAP_DIR_PATH}
.
- Set
- Add an
Export Map
task profile by clicking+
.- Set
Field Path
to${WORK_DIR_PATH}/${MAP_BASE_NAME}-compile.map
.
- Set
- Add a
Run Tool
task profile for each of the following tools, settingTool Path
to the respective paths in<path/to/quake-leveldesign-starterkit-[date]-[os]>/level-compiler
:-
qbsp(.exe)
withParameters
:-nocolor ${MAP_BASE_NAME}-compile.map ${MAP_BASE_NAME}.bsp
. -
vis(.exe)
withParameters
:-nocolor ${MAP_BASE_NAME}.bsp
. -
light(.exe)
withParameters
:-nocolor ${MAP_BASE_NAME}.bsp
. -
bspinfo(.exe)
withParameters
:${MAP_BASE_NAME}.bsp
.
-
- Enable
Stop on nonzero error code
for each tool. - Add a
Copy Files
task profile:- Set
Source File Path
to${WORK_DIR_PATH}/${MAP_BASE_NAME}.bsp
. - Set
Target Directory Path
to${GAME_DIR_PATH}/${MODS[-1]}/maps
.
- Set
- Ensure the tasks are all enabled.
- Click
Compile
and verify that everything works and the document compiles successfully. - Click
Launch...
. - In the
Launch Engine
window, setParameters
to-basedir <path/to/quake-leveldesign-starterkit-[date]-[os]>/tools/ironwail +game ${MODS[-1]} +map ${MAP_BASE_NAME}
. - Click
Close
.
Congratulations! You are now ready to map for Quake engine-based games and mods.
To assist you in effectively configuring the tools included in this kit, consider these two informative articles for additional guidance:
Note
The procedures outlined might vary slightly from the current project structure.
- Setting up TrenchBroom in Ubuntu to create and compile Quake maps, s3thra [Quake.blog]
- Configure TrenchBroom in Windows to create Quake maps, s3thra [Quake.blog]
- Locate and open the
quake-leveldesign-starterkit-[date]-[os]/
directory in your file explorer. - Create a new directory:
- A
working/
directory at the root level and a sub-directory namedgoldsrc/
inside it.- This sub-directory will host
.map
files and other related files once thelevel-compiler/
binaries are used.
- This sub-directory will host
- A
Your directory structure should look like this:
.
├── extras/
├── level-compiler/
├── level-editor/
├── working/
| └── goldsrc/
└── tools/
- Open
TrenchBroom
. - In the
Welcome to TrenchBroom
window, clickNew map...
. - In the
Select Game
window, clickOpen preferences...
. - Select the
Half-Life (experimental)
profile in theGames
tab of thePreferences
window.- Set the
Game Path
to<path/to/steam>/steamapps/common/Half-Life
.
- Set the
- Click
Configure engines...
. - Add a new profile by clicking the
+
button.- Set
Name
toHalf-Life
. - Set
Path
to<path/to/steam>/steam.sh|Steam.exe
.
- Set
- Click
Close
. - Click
Apply
, thenOK
. - Select the
Half-Life (experimental)
profile in theSelect Game
window. - Keep
Map Format
asValve
. - Click
OK
. - A new document is now open for mapping. Save it in
<path/to/quake-leveldesign-starterkit-[date]-[os]>/working/goldsrc
sub-directory (Name it as you wish).
TrenchBroom is now open. You see a square shape in its 3D view.
- Click on the
Run
menu. - Select
Compile Map...
. - In the
Compile
window, add a new profile by clicking the+
button.- Set
Name
toCompile
. - Set
Working Directory
to${MAP_DIR_PATH}
.
- Set
- Add an
Export Map
task profile by clicking+
.- Set
Field Path
to${WORK_DIR_PATH}/${MAP_BASE_NAME}-compile.map
.
- Set
- Add a
Run Tool
task profile for each of the following tools, settingTool Path
to the respective paths in<path/to/quake-leveldesign-starterkit-[date]-[os]>/level-compiler
directory:-
qbsp(.exe)
withParameters
:-nocolor -hlbsp ${MAP_BASE_NAME}-compile.map ${MAP_BASE_NAME}.bsp
. -
vis(.exe)
withParameters
:-nocolor ${MAP_BASE_NAME}.bsp
. -
light(.exe)
withParameters
:-nocolor ${MAP_BASE_NAME}.bsp
. -
bspinfo(.exe)
withParameters
:${MAP_BASE_NAME}.bsp
.
-
- Enable
Stop on nonzero error code
for each tool. - Add a
Copy Files
task profile:- Set
Source File Path
to${WORK_DIR_PATH}/${MAP_BASE_NAME}.bsp
. - Set
Target Directory Path
to${GAME_DIR_PATH}/${MODS[-1]}/maps
.
- Set
- Ensure the tasks are all enabled.
- Click
Compile
and verify that everything works and the document compiles successfully. - Click
Launch...
. - In the
Launch Engine
window, setParameters
to-applaunch 70 -novid -dev -console +sv_cheats 1 +map ${MAP_BASE_NAME}
. - Click
Close
.
Congratulations! You are now ready to map for GoldSrc engine-based games and mods.
To assist you in effectively configuring the tools included in this kit, consider these two informative articles for additional guidance:
Note
The procedures outlined might vary slightly from the current project structure.
- Tutorial: Setting up TrenchBroom for GoldSource games, Bl00dWolf [TWHL]
Quake Level Design Starter Kit, also known as QLDSK, and its infrastructure is CC0 1.0 Universal licensed.
The licenses of the compiled and released tools vary and are independent of QLDSK's licensing. There is no guarantee that all tools will work perfectly in every scenario, and users should use them at their discretion.