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Mapper's Guide

introduction | entities | environment | gameplay | performance | publishing


Entities control the active functions of a Quake map such as spawn points, item locations, teleporters, lights, and so on. The following is a complete list of every entity in Quake 1.

air_bubblesThis causes air bubbles to float up from the point the entity is at. Obviously, it's best used underwater.
ambient_comp_humThis sound is a mixture of various beeps and a quiet hum. It's great for use with any computer panels.
ambient_dripThis is simply the sound of dripping water. It's best for use near water sources or in caves.
ambient_droneThis is a deep, loud hum. It's best near machinery or teleporters. Don't use it for computers.
ambient_fluoro_buzzThis is the sound of an electric spark. It's good to use near broken lights, computers, and so on.
ambient_light_buzzThis is the buzz of a light. It has the best effect when used with fluorescent lighting.
ambient_suck_windThis is a wind sound. It sounds best when used in tunnels, pits, or caves.
ambient_swamp1This is a mix of crickets and frogs. It should be used in indoor areas.
ambient_swamp2This sound is the same as swamp1, but it has a louder frog. This one is best used near outdoor water sources.
ambient_thunderThis is a thunder sound. It's best used outside.
event_lightningThis is like the lightning found in Chiton's Pit. It needs to be triggered by a trigger_* entity.
func_bossgateThis is a solid object that only disappears when a player has all four runes (sigils). Example: start.bsp - a staircase opens up after you beat all four episodes.
func_buttonThis turns solids into buttons. It's more effective to use a button texture for this one. The angle is the direction the button moves when pressed.
func_dm_onlyThis causes an object to appear only in deathmatch modes. It's good for building maps for both single player and multiplayer.
func_doorThis turns a solid into a door. The angle is the angle the door opens at.
func_door_secretThis also makes a door, but it has to be shot open and it displays a message when approached.
func_episodegateThis ends an episode in single player mode when walked through.
func_illusionaryThis causes a solid to stop being solid. The texture is still displayed in Quake, but things can pass through it. This is good for secret areas and traps in floors.
func_platThis is a platform. It's best for use with elevators.
func_trainThis is a platform that can move between many locations. It involves the placement of many other entities.
func_wallThis turns a boring solid object into a boring solid object that Quake thinks is an entity.
info_intermissionThis sets up the camera view that you see when you finish a level. You should use it for any level, because if you want to go from one deathmatch level to the next it's a good thing to have. It is a must for single player levels.
info_nullThis is an entity who's only purpose in life is to have a name. It's good for targeting light and other stuff.
info_player_coopThis sets a spawn point for cooperative mode. It is required for any level that supports cooperative play.
info_player_deathmatchThis is a spawn point for a player in deathmatch mode. You should have at least 16 of them on your map.
info_player_startThis tells Quake where to spawn a player in single player mode. You only need one, but it's required for every map.
info_player_start2This sets a spawn point for a player who has just finished an episode. Example: start.bsp - you spawn in the episode hall after completing an episode in single player mode.
info_player_team1This sets a spawn point for a red player in capture the flag.
info_player_team2This sets a spawn point for a blue player in capture the flag.
info_teleport_destinationThis is where a player goes after he teleports.
item_armor1This is a green armor.
item_armor2This is a yellow Armor.
item_armorInvThis is a red armor.
item_artifact_envirosuitThis is a biosuit.
item_artifact_invisibilityThis is a ring of shadows.
item_artifact_invulnerabilityThis is a pentagram of protection.
item_artifact_super_damageThis is a quad damage.
item_cellsThis is a cell pack.
item_flag_team1This is a red flag for use with capture the flag.
item_flag_team2This is a blue flag for use with capture the flag.
item_healthThis is a health pack.
item_key1This is the silver key.
item_key2This is the gold key.
item_rocketsThis is a rocket pack.
item_shellsThis is a shell pack.
item_sigilThis is one of the four runes that you pick up at the end of an episode.
item_spikesThis is a nail pack.
light_flame_large_yellowThis is a large, yellow flame.
light_flame_small_whiteThis is a small flame.
light_flame_small_yellowThis is a small, yellow flame.
light_fluoroThis is a bright light accompanied by the light buzz sound.
light_fluorosparkThis is a bright light accompanied by a light buzz and spark sound.
light_globeThis is a gold colored sprite that looks like a light globe.
light_tourch_small_walltourchThis is a torch that goes on a wall.
misc_exploboxThis is a tall exploding box.
misc_explobox2This is a short exploding box.
misc_fireballThis is a dancing fireball. It is best used in lava.
monster_armyThis is a Grunt.
monster_bossThis is Chton, the first episode's boss.
monster_demon1This is a Fiend.
monster_dogThis is a Rottweiler.
monster_enforcerThis is an Enforcer.
monster_fishThis is a Rotfish.
monster_hell_knightThis is a Hell Knight.
monster_knightThis is a Knight.
monster_ogreThis is an Ogre.
monster_ogre_marksmenThere is no difference between this and a monster_ogre. It's supposed to be a different monster, but it was removed from the retail version of the game.
monster_oldoneThis is Shubnagroth.
monster_shalrathThis is a Vore.
monster_shamblerThis is a Shambler.
monster_tarbabyThis is a Spawn.
monster_wizardThis is a Scrag.
monster_zombieThis is a Zombie.
path_cornerThis is mainly used for trains, but it can also be used to make monsters walk around.
trap_shooterThis will shoot spikes at anyone who comes near them. They can only shoot one way.
trap_spikeskooterThis is the same as a shooter, except it has to be triggered by something, such as a button.
trigger_changelevelThis will cause a player who walks into it to be transferred into another level of your choice. It's only good for a single player or cooperative level.
trigger_counterThis causes an object to require more than one trigger to perform it's function. You have to set them up as buttons.
trigger_hurtThis causes the selected area to damage a player who comes in contact with it. The damage can be set to any number.
trigger_monsterjumpThis causes a monster to jump. It's good for making monsters jump over pits, off ledges, or out of water (or into a lava for hours of mindless entertainment).
trigger_multipleThis will trigger something every time it is walked into, instead of just once.
trigger_onceThis will trigger something only the first time it is walked into.
trigger_onlyregisteredThis causes a message to appear saying the area is only available in the registered version of Quake. It is, needless to say, useless, since you won't be making any maps for id Software anytime soon.
trigger_pushThis creates a wind or am underwater current. It pushes players up, down, or toward any angle you want.
trigger_relayThis one remains a mystery.
trigger_secretThis causes a message to appear saying the player has found a secret. It also adds to the secrets count of the level.
trigger_setskillThis sets the skill level for the game when walked into. It's best for creating your own start hall in a custom episode.
trigger_teleportThis will teleport a person. It's invisible, so it should be accompanied by a teleporter texture.
weapon_grenade_laucherThis is a grenade launcher.
weapon_lightningThis is a thunderbolt.
weapon_nailgunThis is a nailgun.
weapon_rocketlauncherThis is a rocket launcher.
weapon_supernailgunThis is a super nailgun.
weapon_supershotgunThis is a double-barreled shotgun.

Many entities actually have more than one function - there is far more to be controlled than a location. Spawnflags, which are bound to each entity in the form of a number, allow you to control an entity's behavior in your map. These control certain aspects of the entity, such as what type of game it should spawn in and how it should act when picked up. The following is a list of all of Quake 1's universal spawnflags (these should not be confused with attributes, which will be discussed later). A "0" indicates that there is no spawnflag.

Standard Spawnflags - These apply to all entities, more than one can be used.

0Entity appears in all game modes.
256Entity doesn't appear in Easy mode.
512Entity doesn't appear in Medium mode.
1024Entity doesn't appear in Hard mode.
1024Entity doesn't appear in Nightmare mode.
2048Entity doesn't appear in Deathmatch mode.

Ammo Class Spawnflags - These apply to ammo entities, only one can be used.

0Spawns a small box of ammo.
1Spawns a large box of ammo.

Health Class Spawnflags - These apply to health entities, only one can be used.

0Spawns a standard health pack. (+25)
1Spawns a rotten health pack. (+15)
2Spawns a megahealth. (+100)

Light Class Spawnflags - These apply to light entities, only one can be used.

0Light starts and stays on.
1Light needs to be triggered to turn on.

Monster Class Spawnflags - These apply to monster entities, only one can be used.

0Character will walk around.
1Character will stand still.

Trap Class Spawnflags - These apply to trap entities, only one can be used.

0Trap fires standard spikes.
1Trap fires larger spikes.
2Trap fires lasers.

In addition to spawnflags, entities may also have certain attributes. These are generally unique to the classes they are available for, and allow entities to target each other, as well as specifying certain behaviors beyond those that spawnflags control.

Standard Attributes - These apply to most entities.

nameThis will give your entity a name. It allows you to target other entities to the named entity.
targetThis attribute is available for many entities, but it performs various functions depending on the entity's class. Generally, it does just what it says - it gives the entity a target. The value is always the name of another entity.

Light Class Attributes - These apply to light entities.

appearenceThis will dynamically affect how the light behaves, such as flickering or pulsating. The options for this attribute are pretty self-explanatory.
brightnessThe intensity of the light. Default is 200, although it ranges from 0-1000. Lower numbers are better to use because they make the lighting smoother.
targetEnter the name of the light's target here. This is how spotlights are created. By using an info_null, you can point a light to a certain spot instead of having it spread out in all directions.

Fireball Class Attributes - These apply to the misc_fireball entity.

speedThis will set the interval at which the fireball jumps out of the lava. The default is 40.

Path Class Attributes - These apply the path_corner entity.

next stop targetThis is the name of the path_corner entity the monster or train in question will approach after reaching this one.

That's pretty much all there is to entities. They may seem quite complex at first - but the more you work with them, the more natural they become. Most level editors make working with entities easy by using drop-down boxes and checkboxes to allow you to choose certain attributes and spawnflags.

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