diff --git a/markdown/landing/index.md b/markdown/landing/index.md index 36d0c48..1f6d9f0 100644 --- a/markdown/landing/index.md +++ b/markdown/landing/index.md @@ -36,6 +36,7 @@ Documentation and by extension headers/categories are a work in progress. ### General - [TrenchBroom Set-Up](../mapping/trenchbroom-setup.md) +- [External References](../mapping/external-references.md) - [Customizing Mystery Box Weapons](../mapping/mbox2-format.md) - [Advanced Model Exporting](../mapping/model-exporting.md) diff --git a/markdown/mapping/external-references.md b/markdown/mapping/external-references.md new file mode 100644 index 0000000..94042ee --- /dev/null +++ b/markdown/mapping/external-references.md @@ -0,0 +1,20 @@ +% External References - NZ:P Mapping Documentation +# External References + +## Introduction + +*Nazi Zombies: Portable* is build using many open source, well-documented tools as well as a boundation of already well-understood game architecture. This has significant benefit, as a lot of general ground about creating content for *NZ:P* has already been covered by *Quake* and *Half-Life* mapping/modding resources. + +The *Nazi Zombies: Portable* makes no attempt to document a lot of these concepts as a result. There are much better, more comprehensive resources that you should follow instead. These are linked below, using Internet Archive dumps where possible. + + +## Links + +* [The Quake Wiki](https://quakewiki.org/wiki/Main_Page): Mega-Wiki of general Quake mapping, modding, and engine information. It is recommended to only follow the resources on this page that applies to vanilla Quake engines, as opposed to *FTE*, *Quakespasm*, or *DarkPlaces*, etc. *NZ:P* is not Quake but is built from a very vanilla baseline and features many entity compatibilities. +* [*"The Whole Half-Life"* Mapping Wiki](https://twhl.info/wiki/page/category%3AGoldsource_Tutorials%2BMapping): Wiki dedicated to *GoldSource* and *Half-Life* mapping. This should be referenced to understand only basic or fundamental concepts. *NZ:P* is not built from *Half-Life* but features some basic entities from GoldSource (such as `game_counter`) and uses *Half-Life* type `30` BSP. +* [TrenchBroom Manual](https://trenchbroom.github.io/manual/latest): The official online TrenchBroom manual. +* [Optimization - seedee](https://web.archive.org/web/20240503234130/https://gamebanana.com/tuts/13227): A GameBanana page giving a brief introduction of vis, portals, and leaves conceptually in GoldSource. +* [Optimization - Interlopers](https://web.archive.org/web/20240604033351/https://www.interlopers.net/optimization/index.php?chapter=intro): Very well-written series of pages explaining fundamental map optimization concepts. +* [TrenchBroom 2 Tutorials - dumptruck_ds (YouTube)](https://www.youtube.com/playlist?list=PLgDKRPte5Y0AZ_K_PZbWbgBAEt5xf74aE): A popular and comprehensive YouTube playlist introducing TrenchBroom and *Quake* mapping basics. +* [TrenchBroom and Quake - Slipseer (YouTuve)](https://www.youtube.com/playlist?list=PLdy0pXXA5D0_bt0oe9OcRuWPqrdyNX-KY): A YouTube playlist with more complex/advanced brush techniques to be followed in TrenchBroom. +* [Tutorial: Making textures with WadMaker (TWHL)](https://twhl.info/wiki/page/Tutorial%3A_Making_textures_with_WadMaker): Another *"The Whole Half-Life"* resource, for creating custom texture WADs. Many users would otherwise point to [*Wally*](https://valvedev.info/tools/wally/) however this application is closed-source and Windows exclusive. \ No newline at end of file diff --git a/markdown/res/images/icon.webp b/markdown/res/images/icon.webp index 85d9230..7d6c101 100644 Binary files a/markdown/res/images/icon.webp and b/markdown/res/images/icon.webp differ