Creating A Room : PART 2
           
               
You should have something like this by now :
                   
     

                   
               
Top View
             
               

                   
               
Front View
    We now need to apply a texture to the walls, and a sky to the roof. Click on the
    Textures menu and click on
gothic_block . Now move around in the 3D view, until
    you are inside the room and select all of the brushes (except for the ceiling brush)
    in the same view.
Press T to bring up the Textures window.
Click on the texture
    you want and then close the window again.
                   

                   
                   
                     
3D View
    Press Escape to unselect the brushes. Now
SHIFT-click the ceiling brush
    in 3D View (this selects just that one surface, not the entire brush), and
    select the toxicskytim_dm8 texture after loading the
skies texture set
    from the Texture menu. Now unselect the surface.
                       

                   
                   
                     
3D View
    Now in orthographic view, right click until the menu comes up and select
    info_player_deathmatch from the
info branch.
                   
             

    Position the player starting point entity in the middle of the room and make sure
    that it is just above the ground. You have finished the room! Now save the map
    and click on bsp_FullVis from the
Bsp menu to create the bsp. The thing to
    remember is to have the sv_pure variable set to "0"
when trying to run custom
    maps in quake3, or else they will not load at all.
                   
           

    The size of this room is small so that you can get a feel of the size of the
    player compared to the Quake3 world. Of course, we have not put in any lights
    so the sky shader is doing all the work. Check out the Lighting tutorial for this.
    IMPORTANT:
    Remember that if you are not using any shaders (sky,water,lava,fog,etc) and your
    map is small, your level will most likely be at FULL brightness until you make it
    more complex. I've found out that i needed about 4 rooms till it would render the
    lighting the way it is supposed to.