This is, of course, the easiest part. We need to setup an empty level to work with.
Open WED and select File / New. Go ahead and save the empty level as something. I named mine isometric.wmp
Next, we need to create a new script for this empty level, so select File / Map Properties and then hit the New Script button, as shown in Figure 1.1.
Figure 1.1
When asked what script to create, select the A6 template project. So far, it's pretty easy, huh?
Now, before we start building some geometry for our new isometric game, we will of course need some textures, so go ahead and add your favorite .wad files with the Texture Manager. I'll be using the standard.wad file for this tutorial. Since it's my only .wad file, I don't really have a choice.
Okay, we are almost done this ridiculously easy first part. Let's add a nice big flat piece of ground that we can use for the rest of the tutorial. Create a large cube, and resize its length and width so that it covers a good amount of area. Don't make it so big that the map compiler can't light it, though. Then move the block down so that the top of it lines up directly with where the z-axis equals zero (where the green line is in the Back and Side views). Apply a texture, such as the tilegrass texture. You should have something like this so far:
Figure 1.2
Again, make sure that the top surface of the block lines up with that green line, where the z-axis equals zero. Since we will be placing items on top of this surface, it must be in the right place!
Well, that's it! All we really need is this one block for all of our isometric levels. Since the players will only be able to see the ground, we don't even need to add a sky-box (the map compiler will warn us that the level is leaking, but we won't worry about this for now). This part was very easy, but things will get much more complex later on. Save your work, and let's move on to creating a camera system so that we can move around this new world.