Category:Zh/Level Design: Difference between revisions
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本页底部按字母顺序列出了关卡设计相关的所有主题,部分主题没有在顶部列出。 | 本页底部按字母顺序列出了关卡设计相关的所有主题,部分主题没有在顶部列出。 | ||
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====http://developer.valvesoftware.com/w/images/4/41/Icon_hl2.png [[Half-Life 2|半条命2(Half-Life 2)]]==== | ====http://developer.valvesoftware.com/w/images/4/41/Icon_hl2.png [[Half-Life 2|半条命2(Half-Life 2)]]==== | ||
* [[Single-Player Mapping Tips|单人任务地图制作提示]] | * [[Single-Player Mapping Tips|单人任务地图制作提示]] | ||
====http://developer.valvesoftware.com/w/images/8/84/Tf2-16px.png [[Team Fortress 2|军团要塞2(Team Fortress 2)]]==== | |||
* [[Team Fortress 2 Level Creation|军团要塞2的关卡制作]] | |||
====http://developer.valvesoftware.com/w/images/f/fc/Portal-16px.png [[Portal|传送门(Portal)]]==== | |||
*[[Portal Level Creation|传送门的关卡制作]] | |||
====http://developer.valvesoftware.com/w/images/a/a5/Css.gif [[Counter-Strike: Source|反恐精英:起源(Counter-Strike: Source)]]==== | ====http://developer.valvesoftware.com/w/images/a/a5/Css.gif [[Counter-Strike: Source|反恐精英:起源(Counter-Strike: Source)]]==== | ||
* [[Counter-Strike: Source Level Creation| | * [[Counter-Strike: Source Level Creation|反恐精英:起源的关卡制作]] | ||
* [[How To Develop A Map That Works|如何制作一个可以工作的地图]] | * [[How To Develop A Map That Works|如何制作一个可以工作的地图]] | ||
====http://developer.valvesoftware.com/w/images/c/ce/Icon_dods.png [[Day of Defeat: Source|胜利之日:起源(Day of Defeat: Source)]]==== | ====http://developer.valvesoftware.com/w/images/c/ce/Icon_dods.png [[Day of Defeat: Source|胜利之日:起源(Day of Defeat: Source)]]==== | ||
*[[Day of Defeat: Source Map Creation| | *[[Day of Defeat: Source Map Creation|胜利之日:起源的关卡制作]] | ||
==== http://developer.valvesoftware.com/w/images/3/33/Icon_theShip.png [[The Ship|凶船(The Ship)]] ==== | ==== http://developer.valvesoftware.com/w/images/3/33/Icon_theShip.png [[The Ship|凶船(The Ship)]] ==== | ||
*[[The Ship SDK| | *[[The Ship SDK|凶船软件开发工具包(SDK)]] | ||
*[[The Ship Level Creation| | *[[The Ship Level Creation|凶船的关卡制作]] | ||
== 进阶提示 == | == 进阶提示 == | ||
* [[3D_Skybox| | * [[3D_Skybox|三维包厢(3D Skybox)]] | ||
* [[Level Overviews|关卡俯视图(Level Overviews)]] | * [[Level Overviews|关卡俯视图(Level Overviews)]] | ||
* [[Cubemaps| | * [[Cubemaps|立方体映射(Cubemaps)]] | ||
* [[Displacement| | * [[Displacement|沉降平面(地形)(Displacement Surfaces, Terrain)]] | ||
* [[Entity Hierarchy (parenting)|实体层级( | * [[Entity Hierarchy (parenting)|实体层级(依赖关系))(Entity Hierarchy, parenting)]] | ||
* [[Grouping and VisGrouping|组与可见组(Grouping and VisGrouping)]] | * [[Grouping and VisGrouping|组与可见组(Grouping and VisGrouping)]] | ||
* [[HDR Lighting Basics| | * [[HDR Lighting Basics|高范围动态光影照明基础(HDR Lighting Basics)]] | ||
* [[How to Release A Map|如何发布一张地图]] | * [[How to Release A Map|如何发布一张地图]] | ||
* [[Nodegraph| | * [[Nodegraph|节点构建法(Nodegraph construction)]] | ||
* [[Dynamic assaults|动态袭击]] | |||
* [[Physics Entity Overview|物理实体总揽(Physics Entity Overview)]] | * [[Physics Entity Overview|物理实体总揽(Physics Entity Overview)]] | ||
* [[Prefab| | * [[Prefab|创建和使用预制模型]] | ||
* [[Prop Types Overview|道具种类总揽]] | * [[Prop Types Overview|道具种类总揽]] | ||
* [[Source Mapping for Half-Life 1 Mappers|对于半条命1地图制作者而言的Source地图制作方法]] | * [[Source Mapping for Half-Life 1 Mappers|对于半条命1地图制作者而言的Source地图制作方法]] | ||
* [[Intermediate Lighting| | * [[Intermediate Lighting|中级照明]] | ||
====http://developer.valvesoftware.com/w/images/4/41/Icon_hl2.png [[Half-Life 2|半条命2(Half-Life 2)]]==== | ====http://developer.valvesoftware.com/w/images/4/41/Icon_hl2.png [[Half-Life 2|半条命2(Half-Life 2)]]==== | ||
* [[:Category:Regions & Atmospheres| | * [[:Category:Regions & Atmospheres|区域与环境]] | ||
== 高级技巧 == | == 高级技巧 == | ||
* [[Color correction (concept)| | * [[Color correction (concept)|色彩补偿]] | ||
* [[Expert compile mode| | * [[Expert compile mode|专业编译模式(Expert compile mode)]] | ||
* [[Bspzip|Bspzip (捆绑自定义资源)]] | * [[Bspzip|Bspzip (捆绑自定义资源)]] | ||
* [[Menu Background Map| | * [[Menu Background Map|背景地图]] | ||
* [[Filter Applications| | * [[Filter Applications|过滤器相关应用]] | ||
====http://developer.valvesoftware.com/w/images/a/a5/Css.gif [[Counter-Strike: Source|反恐精英:起源(Counter-Strike: Source)]]==== | ====http://developer.valvesoftware.com/w/images/a/a5/Css.gif [[Counter-Strike: Source|反恐精英:起源(Counter-Strike: Source)]]==== | ||
* [[Navigation Meshes|导航网格(Navigation Meshes)]] | * [[Navigation Meshes|导航网格(Navigation Meshes)]] | ||
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{{category cell|width=50%|background-color=white|border-color=lightgray}} | {{category cell|width=50%|background-color=white|border-color=lightgray}} | ||
== [[Abstract Mapping:zh-cn| | == [[Abstract Mapping:zh-cn|地图制作摘要]] == | ||
<div style="font-size:100%">{{abstract mapping ideas:zh-cn}}</div> | <div style="font-size:100%">{{abstract mapping ideas:zh-cn}}</div> | ||
{{category cell|background-color=white|border-color=lightgray}} | {{category cell|background-color=white|border-color=lightgray}} | ||
== | == 物体 == | ||
* [[List of entities]] | * [[List of entities|实体列表]] | ||
* [[:Category:World Models| | * [[:Category:World Models|道具库]] | ||
* [[:Category:Items| | * [[:Category:Items|物品(武器,可获得物)]] | ||
* [[:Category:NPCs| | * [[:Category:NPCs|NPC(怪物,盟友,人物)]] | ||
{{category cell|width=50%|background-color=white|border-color=lightgray}} | {{category cell|width=50%|background-color=white|border-color=lightgray}} | ||
== | == 遇到问题 == | ||
* [[:Category:Level Design FAQ| | * [[:Category:Level Design FAQ|关卡设计一问一答]] | ||
* [[Optimization (level design)]] | * [[Optimization (level design)|优化(关卡设计)]] | ||
* [[Troubleshooting Level Design]] | * [[Troubleshooting Level Design|关卡设计中遇到的问题]] | ||
* [[Showbudget| | * [[Showbudget|使用预算显示面板]] | ||
* [[Compile Errors]] | * [[Compile Errors|编译错误]] | ||
* [[Source SDK FAQ]] | * [[Source SDK FAQ|Source SDK 一问一答]] | ||
{{category cell|width=50%|background-color=white|border-color=lightgray}} | {{category cell|width=50%|background-color=white|border-color=lightgray}} | ||
== | == 设计学 == | ||
* [[Single-Player Mapping Tips]] | * [[Single-Player Mapping Tips|制作单人游戏地图的技巧]] | ||
* [[Bounce (level design)]] | * [[Bounce (level design)|跳跃(关卡设计)]] | ||
* [[Loops (level design)]] | * [[Loops (level design)|循环(关卡设计)]] | ||
* [[Push Gameplay]] | * [[Push Gameplay|增强游戏性]] | ||
* [[Map Compiling Theory]] | * [[Map Compiling Theory|地图编译理论]] | ||
* [[How To Develop A Map That Works]] | * [[How To Develop A Map That Works|如何逐渐让一张地图工作起来]] | ||
* [[Adding More Detail to a map]] | * [[Adding More Detail to a map|为地图增加更多细节]] | ||
{{category cell|width=50%|background-color=white|border-color=lightgray}} | {{category cell|width=50%|background-color=white|border-color=lightgray}} | ||
== | == 上传网站 == | ||
* [[File Hosting Sites]] - A list of reliable websites that host user created maps | * [[File Hosting Sites]] - A list of reliable websites that host user created maps |
Revision as of 08:38, 14 April 2008
本页底部按字母顺序列出了关卡设计相关的所有主题,部分主题没有在顶部列出。
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Subcategories
This category has the following 21 subcategories, out of 21 total.
A
- Zh/Abstract Mapping (30 P)
D
- Zh/Displacements (2 P)
E
H
- Zh/Half-Life 2 level design (empty)
I
- Zh/Internal entities (1 P)
L
- Zh/Level Design FAQ (3 P)
- Zh/Level Design Tutorials (3 P)
P
- Zh/Point entities (77 P)
- Zh/Portal level design (empty)
R
- Zh/Regions & Atmospheres (4 P)
S
- Zh/Skybox (12 P)
- Zh/Sound System (12 P)
关
- Zh/Dark Messiah level design (empty)
- Zh/Day of Defeat Level Design (empty)
- Zh/Half-Life Level Design (empty)
- Zh/Ricochet Level Design (empty)
- Zh/The Ship level design (empty)
Pages in category "Zh/Level Design"
The following 169 pages are in this category, out of 169 total.
A
C
- Zh/Choosing Player Models
- Zh/Clip texture
- Zh/Color Correction
- Zh/Color Theory in Level Design
- Zh/Compile Errors
- Zh/Compile Pal
- Zh/Controlling portals
- Zh/Counter-Strike: Global Offensive Level Creation
- Zh/Counter-Strike: Global Offensive/Game Modes/Arms Race
- Zh/Counter-Strike: Global Offensive/Game Modes/Demolition
- Zh/Counter-Strike: Source Level Creation
- Zh/Creating a Curved Hallway
- Zh/Creating a portal/object fizzler
- Zh/Creating a Room
- Zh/Creating a wake-up bed
- Zh/Creating a working mini-map
- Zh/Creating An Auto Portal
- Zh/Creating Angled Geometry
- Zh/Creating Brush Entities
- Zh/Creating multiple buttons for one door
- Zh/CSTVIS
- Zh/Cubemaps (Source 2)
- Zh/Cubemaps
D
G
H
L
- Zh/L4D Level Design Basics Tutorial
- Zh/L4D Level Design/Additional Finale Components
- Zh/L4D Level Design/Advanced Nav Editing
- Zh/L4D Level Design/Breakable Walls
- Zh/L4D Level Design/Checkpoint Rooms
- Zh/L4D Level Design/Checkpoints
- Zh/L4D Level Design/Clip Brushes
- Zh/L4D Level Design/Elevators
- Zh/L4D Level Design/Finale Events Part 1
- Zh/L4D Level Design/Finale Events Part 2
- Zh/L4D Level Design/Finale Events Part 3
- Zh/L4D Level Design/Getting Started
- Zh/L4D Level Design/Ladders
- Zh/L4D Level Design/Level Organization
- Zh/L4D Level Design/Level Standards
- Zh/L4D Level Design/Nav Flow
- Zh/L4D Level Design/Nav Meshes
- Zh/L4D Level Design/Outdoor Levels
- Zh/L4D Level Design/Panic Events
- Zh/L4D Level Design/Versus Maps
- Zh/L4D Level Design/Visibility
- Zh/L4D Level Design/Your First L4D Level
- Zh/L4D2 Level Design/Hard Rain
- Zh/L4D2 Level Design/VMF Instances
- Zh/Leak
- Zh/Left 4 Dead 2 Level Creation
- Zh/Left 4 Dead 2 Sky List
- Zh/Left 4 Dead 2/Scripting/Expanded Mutation System
- Zh/Left 4 Dead Infected Populations
- Zh/Left 4 Dictionary
- Zh/Level Design Overview
- Zh/Level Design Video Tutorials
- Zh/Level Transitions
- Zh/Lighting
- Zh/List of entities
- Zh/List of HL2 entities
- Zh/List of L4D Series Nav Mesh Attributes
- Zh/List of L4D2 Entities
- Zh/List of L4D2 Soundscapes
- Zh/List of Portal 2 Entities
- Zh/List of Portal entities
- Zh/List of Portal soundscapes
- Zh/List of Skyboxes
M
P
T
V
关
- Zh/3D model
- Zh/Adding More Detail to a map
- Zh/Advanced Lighting
- Zh/Bonus Maps
- Zh/Bounce (level design)
- Zh/Box dropper
- Zh/Cables and Ropes
- Zh/Complex Brush Creation
- Zh/Counter-Strike/Level Design
- Zh/Doors
- Zh/Filter Applications
- Zh/Instance
- Zh/Intermediate Lighting
- Zh/Logic gate
- Zh/Loops (level design)
- Zh/Map Analyst
- Zh/Map Resource Extractor
- Zh/Mapping Sites
- Zh/Nodegraph
- Zh/Packbsp
- Zh/Prefab
- Zh/Projected tractor beam entity
- Zh/Push Gameplay
- Zh/SiN Episodes Level Creation
- Zh/Single-Player Mapping Tips
- Zh/Sprite
- Zh/Trigger Events Between Levels
- Zh/VIS optimization
- Zh/Visleaf
- Zh/VMF (Valve Map Format)
- Zh/World brush