Frequently Asked Questions
originally created by Richard Neff

This is an attempt to answer the most frequently asked questions on the q2 map editing list and the discussion board, as well as any email we get. If you have a question to add to it then email us the question and the answer. Thanks
Why don't my explosions, switchable lights, etc. show up in DM or CTF mode? Certain entities or effects don't work in Deathmatch or CTF play that exist in single play mode. They are: -func_explosive -func_object -turrets -named/switched lights (these lights will be constantly on) How do I create those fancy "sparks," like the ones found in base1? The "sparks" themselves are actually the target_splash entity. However, as the entity name implies, this entity needs to be targeted in order to work. Typically, the target_splash entity is targeted by a func_timer entity, with the random property set. See the target_splash and func_timer tutorials on the tutorials page for more information. How do I create ladders? Are they some sort of entity type or something? Ladders aren't a separate entity, rather they are created by applying the ladder surface property to ALL sides of a brush to create the ladder. See the Surface Properties tutorial on the tutorials page for more information. What about currents...how are they created? Like ladders, currents are created by applying the appropriate current surface property to liquid textures. See the Surface Properties tutorial on the tutorials page for more information. I've got a texture with text on it, but the text is backwards. How do I 'flip' the texture so the text is readable? Textures can be 'flipped' by putting a -1 value in the X-axis Scale attribute for that texture surface. This is most useful for textures that have some sort of readable text. What entities are needed for CTF to work? CTF requires both player starts (info_player_team1 and info_player_team2) and flags (item_flag_team1 and item_flag_team2). However, other player starts are added using the deathmatch player starts. Additionally, you don't need to place the 4 CTF powerups, since they are automatically placed into CTF maps. See the tutorials page for more information. How do I create the F1 computer messages and increment the Goals count? Use a target_help to create the message. If you need a multi-lined message put "/n" without the quotes or spaces between the words where you want the break to occur. The target_goal is used to increment the Goals count. Typically, you'll want to have both entities named with the same targetname and triggered by an event. See the tutorials page for more information. How do I create the cool force field doors that were in the prison levels of Q2? Use a func_wall, with one of the force field textures (redfield or yelfield) and make it transparent using the surface properties. Then, give the func_wall a targetname and have it activated by a trigger or button. Why is my map always/never lighted, even though I place entities? (I have a leak, btw) Check your maps for leaks during the BSP compile. If you see the message "***Leaked***" any time during that compile, then the VIS and Radiosity compilers will not take effect. Hence, the level will either be completely dark or fullbright Ok, I checked and my map doesn't leak, yet it's still not lighted, even though I place entities? (I have a leak, btw) Be sure you're running the compilers in order. The proper order is QBSP, then the VIS compiler, finally the Radiosity compiler (which handles lighting). Additionally, make sure ambient light is set to zero or a decimal value. I applied the func_water to create a pool of water and it's not transparent. Why? The func_water entity isn't required for static pools of water or water with currents. It's a specialized entity used for rising/falling water that's activated by a trigger or button. However, the water texture used for func_water can not be transparent! See the func_water tutorial for details. To create other types of water, make sure the same water texture is applied to all sides of the brush. My map has gotten bigger, and all of a sudden, some of the items or doors in my level disappear at certain angles...what causes this and how can I fix it? In most instances, a full VIS compile on the level will correct this. Typically, this solves the problems. However, if it occurs after a full -level 4 VIS compile, you've probably got an area that's far too complex or big for the Quake2 engine to handle. In which case, you'll have to simplify your level. I tried to make a rotating door. I even put the Origin brush in by giving a brush the Origin texture on all sides, but now I'm getting an error like "Origin not allowed in world" Why doesn't this work? This occurs when the Origin brush hasn't been properly grouped with the rest of the brushes before making it a rotating door or object. Different editors may require their own method of grouping or use the func_group entity, so check the documentation or editor-specific boards for grouping information. What's the best editor? Simply put...there is no best editor! While all of the editors have their own advantages/disadvantages, they all pretty much do the same thing. Check out the links page here to get a listing of the editors available and simply start playing with them. You're going to probably spend many hours in front of an editor, so it pays to compare them on your own and see which one fits your editing needs and abilities.

HTML Design, original concept of rust by Shane 'Fishman' Sherman rust is © 1998 by Shane 'Fishman' Sherman and Martin Ka'ai Cluney(GrrandMaMa).This specific page was originally created by Richard Neff. Quake and Quake2 are trademarks of id software. All rights reserved.