| air_bubbles | This causes air bubbles to float up from the point the entity is at. Obviously, it's best used underwater. |
| ambient_comp_hum | This sound is a mixture of various beeps and a quiet hum. It's great for use with any computer panels. |
| ambient_drip | This is simply the sound of dripping water. It's best for use near water sources or in caves. |
| ambient_drone | This is a deep, loud hum. It's best near machinery or teleporters. Don't use it for computers. |
| ambient_fluoro_buzz | This is the sound of an electric spark. It's good to use near broken lights, computers, and so on. |
| ambient_light_buzz | This is the buzz of a light. It has the best effect when used with fluorescent lighting. |
| ambient_suck_wind | This is a wind sound. It sounds best when used in tunnels, pits, or caves. |
| ambient_swamp1 | This is a mix of crickets and frogs. It should be used in indoor areas. |
| ambient_swamp2 | This sound is the same as swamp1, but it has a louder frog. This one is best used near outdoor water sources. |
| ambient_thunder | This is a thunder sound. It's best used outside. |
| event_lightning | This is like the lightning found in Chiton's Pit. It needs to be triggered by a trigger_* entity. |
| func_bossgate | This 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_button | This 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_only | This causes an object to appear only in deathmatch modes. It's good for building maps for both single player and multiplayer. |
| func_door | This turns a solid into a door. The angle is the angle the door opens at. |
| func_door_secret | This also makes a door, but it has to be shot open and it displays a message when approached. |
| func_episodegate | This ends an episode in single player mode when walked through. |
| func_illusionary | This 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_plat | This is a platform. It's best for use with elevators. |
| func_train | This is a platform that can move between many locations. It involves the placement of many other entities. |
| func_wall | This turns a boring solid object into a boring solid object that Quake thinks is an entity. |
| info_intermission | This 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_null | This 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_coop | This sets a spawn point for cooperative mode. It is required for any level that supports cooperative play. |
| info_player_deathmatch | This is a spawn point for a player in deathmatch mode. You should have at least 16 of them on your map. |
| info_player_start | This tells Quake where to spawn a player in single player mode. You only need one, but it's required for every map. |
| info_player_start2 | This 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_team1 | This sets a spawn point for a red player in capture the flag. |
| info_player_team2 | This sets a spawn point for a blue player in capture the flag. |
| info_teleport_destination | This is where a player goes after he teleports. |
| item_armor1 | This is a green armor. |
| item_armor2 | This is a yellow Armor. |
| item_armorInv | This is a red armor. |
| item_artifact_envirosuit | This is a biosuit. |
| item_artifact_invisibility | This is a ring of shadows. |
| item_artifact_invulnerability | This is a pentagram of protection. |
| item_artifact_super_damage | This is a quad damage. |
| item_cells | This is a cell pack. |
| item_flag_team1 | This is a red flag for use with capture the flag. |
| item_flag_team2 | This is a blue flag for use with capture the flag. |
| item_health | This is a health pack. |
| item_key1 | This is the silver key. |
| item_key2 | This is the gold key. |
| item_rockets | This is a rocket pack. |
| item_shells | This is a shell pack. |
| item_sigil | This is one of the four runes that you pick up at the end of an episode. |
| item_spikes | This is a nail pack. |
| light_flame_large_yellow | This is a large, yellow flame. |
| light_flame_small_white | This is a small flame. |
| light_flame_small_yellow | This is a small, yellow flame. |
| light_fluoro | This is a bright light accompanied by the light buzz sound. |
| light_fluorospark | This is a bright light accompanied by a light buzz and spark sound. |
| light_globe | This is a gold colored sprite that looks like a light globe. |
| light_tourch_small_walltourch | This is a torch that goes on a wall. |
| misc_explobox | This is a tall exploding box. |
| misc_explobox2 | This is a short exploding box. |
| misc_fireball | This is a dancing fireball. It is best used in lava. |
| monster_army | This is a Grunt. |
| monster_boss | This is Chton, the first episode's boss. |
| monster_demon1 | This is a Fiend. |
| monster_dog | This is a Rottweiler. |
| monster_enforcer | This is an Enforcer. |
| monster_fish | This is a Rotfish. |
| monster_hell_knight | This is a Hell Knight. |
| monster_knight | This is a Knight. |
| monster_ogre | This is an Ogre. |
| monster_ogre_marksmen | There 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_oldone | This is Shubnagroth. |
| monster_shalrath | This is a Vore. |
| monster_shambler | This is a Shambler. |
| monster_tarbaby | This is a Spawn. |
| monster_wizard | This is a Scrag. |
| monster_zombie | This is a Zombie. |
| path_corner | This is mainly used for trains, but it can also be used to make monsters walk around. |
| trap_shooter | This will shoot spikes at anyone who comes near them. They can only shoot one way. |
| trap_spikeskooter | This is the same as a shooter, except it has to be triggered by something, such as a button. |
| trigger_changelevel | This 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_counter | This causes an object to require more than one trigger to perform it's function. You have to set them up as buttons. |
| trigger_hurt | This causes the selected area to damage a player who comes in contact with it. The damage can be set to any number. |
| trigger_monsterjump | This 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_multiple | This will trigger something every time it is walked into, instead of just once. |
| trigger_once | This will trigger something only the first time it is walked into. |
| trigger_onlyregistered | This 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_push | This creates a wind or am underwater current. It pushes players up, down, or toward any angle you want. |
| trigger_relay | This one remains a mystery. |
| trigger_secret | This causes a message to appear saying the player has found a secret. It also adds to the secrets count of the level. |
| trigger_setskill | This sets the skill level for the game when walked into. It's best for creating your own start hall in a custom episode. |
| trigger_teleport | This will teleport a person. It's invisible, so it should be accompanied by a teleporter texture. |
| weapon_grenade_laucher | This is a grenade launcher. |
| weapon_lightning | This is a thunderbolt. |
| weapon_nailgun | This is a nailgun. |
| weapon_rocketlauncher | This is a rocket launcher. |
| weapon_supernailgun | This is a super nailgun. |
| weapon_supershotgun | This is a double-barreled shotgun. |