Generations Map Specs 0.92
==========================

Quake maps
==========
----------------------------------------
completed maps 	: dm1,dm2,dm3,dm4,dm5,dm6,
		  e1m1,e1m2,e1m3,e4m3
----------------------------------------

The following are the new entity classnames and misc info about existing Quake2 entities 
that were modified for the mod.

ARMOR
=====
item_q1_green_armor
item_q1_yellow_armor
item_q1_red_armor

WEAPONS
=======
weapon_q1_ssg
weapon_q1_ng
weapon_q1_sng
weapon_q1_gl
weapon_q1_rl
weapon_q1_lg

AMMO
=====
ammo_q1_shells_L  // large
ammo_q1_shells_S  // small
ammo_q1_nails_L
ammo_q1_nails_S
ammo_q1_cells_L
ammo_q1_cells_S
ammo_q1_rockets_L
ammo_q1_rockets_S

MISC
====
misc_q1_large_flame	// will have to use a light entity right above it
misc_q1_small_flame	// will have to use a light entity right above it
misc_q1_torch		// will have to use a light entity right above it
misc_q1_explobox        // spawnflags 1 for small box, default is large
misc_q1_fireball	// place at its bottommost point -UNDERCONSTRUCTION

ITEMS
=====
item_q1_invisibility
item_q1_invulnerability
item_q1_quad
item_q1_biosuit

item_q1_health 		// 10 points
item_q1_health_large    // 25 points
item_q1_health_mega	// 100 points

TARGETS
=======
target_q1_trap   // fires when triggered - "spawnflag 1" for superspikes
		    dont forget to set direction
target_q1_bolt   // should target another target_q1_bolt, the lightning bolt (Under Construction)
                    is created when either is triggered

TRIGGER
=======
trigger_once & trigger_multiple	
				// new sound flags 4,5,6 for old Quake1 sounds
				   "sounds =4"  sets secret.wav
				   "sounds =5"  sets talk.wav
				   "sounds =6" sets trigger1.wav
trigger_counter	
		// set style = 1 to give a different Quake1 style counter, 
		   with Quake1 messages and sounds.  Checkout qe1m1.

trigger_setskill  
		// set message 1 to set skill to 1, message 2 for skill 2 etc


TELEPORTERS & DM STARTS
=======================
IMPORTANT

For Teleporters and Deathmatch starts, you need to include a style flag in the Entity.
set "style = 1" for invisible models and Quake1 teleporting sounds on both 
misc_teleporter 
and misc_teleporter_dest

trigger_q1_teleport 
		// Regular Quake1 teleporter entity.
		// Use like a Trigger_multiple

FUNC_PLATS
===========
set "style = 1"	for medival sound pair
set "style = 2" for tech sound pair

FUNC_BUTTON
===========
set "style = 3"	for switch21.wav
set "style = 4" for airbut1.wav

FUNC_DOORS
==========
set "style =1" 	Stone Door sound pair
set "style =4"	ddoor1.wav & ddoor2.wav
set "style =5"	doormv1.wav and drclos4.wav
set "style =6"	hydro1 hydro2

FUNC_DOOR_SECRET
================
set "style =1"	DM6 secret door sound sequence
set "style =2" 	for winch2.wav,latch2.wav,drclos4.wav

FUNC_TRAIN
==========
set "style =1" for train1.wav,train2.wav sounds

SKIES
=====
q1sky1 (purple)
q1sky2 (blue)

WORLDSPAWN
==========
Important !!
set "style =3"      // this specifies that this is a quake map 
		    // I need this for some effects, for map rotations, 
		    // and for when using other entity sets (Doom,Q2)
		    // on a Quake1 map. it makes life a lot easier :D

======================
SINGLE PLAYER ENTITIES
======================
MONSTERS
========
q1_monster_fiend
q1_monster_ogre
q1_monster_knight
q1_monster_scrag
q1_monster_soldier
q1_monster_zombie	style 1- for the wall hanging types
q1_monster_chton  	style 1- for orignal invincible mode (UNDERCONSTRUCTION)
q1_monster_dog
q1_monster_shambler

KEYS
====
key_q1_gold
key_q1_silver
runekey_q1_gold
runekey_q1_silver


AMBIENT SOUNDS DIR
==========
/sound/q1world

TEXTURE DIR
===========
/textures/q1tex


Get in touch with me if you need more information or if you think that 
something is missing. Also if you make an ent file for your editor please
consider sending it to me so I can put it up for downloads. Thanks a lot

Skid
ICQ 5474023
skid@planetquake.com