Brushes are used to create the layout of your map.
To create a new brush, make sure that you don't have any object selected (`Esc`) and simply Click+Drag in any 2D pane.
+
+![Create a brush](assets/images/radiant-create-brush.gif)
+
To move a brush (or even multiple brushes), select it and drag it around in either a 2D or 3D view.
If you initially click outside of any selected brush, dragging will resize these brushes.
+![Move and resize a brush](assets/images/radiant-move-resize-brush.gif)
+
### Patch meshes
Patch meshes (or curves) are one-sided surfaces. They are defined by two types of points (use `V` to activate vertex selection):
- Green points: describe points that are on the surface
- Pink points: Control points that describe how the surface curves between the green points
+![Simple patch mesh](assets/images/radiant-patch-example.png)
+
The detail/smoothness of patch meshes is controlled by the ingame settings.
### Entities
Entities are used for everything that needs special handling ingame. This includes spawn points, game models, doors/moving brushes, control logic and more.
+Entities can be placed from the rightclick menu in 2D panes.
First room
----------
If your NetRadiant build is too old to have the `Make Room` tool, you can use the `Make Hollow` tool and move all the resulting walls out a bit
so that they no longer overlap.
+![First Room](assets/images/radiant-first-room.png)
+
Next, the room needs to be textured. For this, with your brushes selected, open the Texture browser (`T`) and select a Texture.
Note that for optimized maps only faces that are visible should be textured, all non-visible faces should use the `caulk` shader.
For more information, see [Optimizations](mapping-Optimizing).
Compiling and Testing
---------------------
-Before a map can be tested ingame, it first needs to be compiled. There are several presets in the `Build` menu. To simply test the layout,
+Before a map can be tested ingame, it first needs to be compiled to a `.bsp` file. There are several presets in the `Build` menu. To simply test the layout,
`Single: -bsp` is a good choice. It will also not add any lighting information, making it possible to test the map without placing lights or light emiting shaders.
The `Final` presets take much longer to compile and should only be used once you're confident in your layout and lighting.
-Once the build is finished without errors, you can start Xonotic. To test your map, type `chmap <mapname>_<version>` in the ingame console (`Shift+Esc`).
+Once the build is finished without errors, you can start Xonotic. To test your map, type `chmap <mapname>_<version>` in the ingame console (`Shift+Esc`).
**TIP**: You can use `Tab` to autocomplete commands and mapnames.
The engine will automatically generate a `<mapname>_<version>.mapinfo` file in your userdata folder under `data/maps/autogenerated/`,
The infinitely long line (red in 2D panes, white in the 3D view) show the cutting plane's normal. By pressing `Enter` the selected brushes will be cut,
removing all the parts on the side of the normal. If you want to keep both sides, you can press `Shift+Enter` instead.
-Create new brushes to create a hallway connecting the two rooms. You can also use `Ctrl+C` and `Ctrl+V` to copy&paste brushes. Make sure that the map is
-completely enclosed and brushes are not overlapping, otherwise textures might flicker (so called *Z-fights*).
+![Using the clipper tool](assets/images/radiant-second-room-clipper.png)
+
+Create new brushes to create a hallway connecting the two rooms. You can also use `Ctrl+C` and `Ctrl+V` to copy&paste brushes. The toolbar also has
+buttons to flip and rotate objects around the three major axes. Make sure that the map is completely enclosed and brushes are not overlapping,
+otherwise textures might flicker (so called *Z-fights*).
-\<\< [NetRadiant](mapping-NetRadiant) 2 [Packaging](mapping-packaging) \>\>
+\<\< [NetRadiant](mapping-NetRadiant) | [Map picture](mapping-MapPicture) \>\>
… [Creating_Maps](Creating-Maps) …