Technical Explanation of Ramp Creation in Quake's Level Editor
By
klaussilveira
Tries hard. Doesn't quite make it out of the oven in one piece.
Summary
The article provides a technical explanation of how diagonal surfaces and ramps were created in the original Quake game using the level editor. The author describes the process of creating a ramp on the first level (E1M1) by placing two points to slice geometry and working in a top-down view to create ramps in different rotations than they appear in-game.
Key quotes
· 5 pulledTo create diagonal surfaces from the rectangular brush we would place two points that could slice any geometry that the line between them intersected.
Every angle in the game was made this way.
For example, on E1M1 (the first level), you step off the slipgate and go down a ramp to the first hallway.
To create that ramp I dragged a brush that was left-to-right the length of the ramp, and top-to-bottom the height of the ramp.
Keep in mind, I'm working in a view that is looking straight down into the level from above, so I'm creating a ramp in a different rotation than it should be.
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