How to make great Quake Deathmatch levels
First of all, the order to make the level in:
Try to start the level with a room, and then add passages onto that. The level should be tested & debugged at stages 1 and 4. Stage 2 is entered when you are happy wit the layout of the level. From stage 2 and onwards you should only need to run qbsp with the 'entities only' option - no light, vis, or (solid) map data will be changed.
If you want your level to look and play well, try to do the following:
How to easily make mazes (As featured in JDM13, JDM14 and JDM16)[See, I told you this was old! - ed]
You can either add the lights in stage 2, or at the end (recommended).
The A-Z of Traps
(With a few silly ones)
Make a trigger_multiple, which will activate a series of func_trains (the rocks)
Make a trigger_multiple, which will activate some doors:
| | |DTD| D = door |DTD| T = trigger |DTD| | |
Use a trigger_once to turn the lights off as the player enters
Use func_explobox & func_explobox2. To make them explode on purpose, crush them or use a nail shooter.
Well, you need a monster_wizard for that.
Pick another letter and look it up :p
You're meant to be able to use a trigger_monsterjump, so place a monster_demon1 ontop of it.
Ha ha ha... Either make a box the same size and texture of the item you want, or just use the real thing (very nasty). Then place a very powerful trigger_hurt round it.
Either trap_shooter or trap_spikeshooter (for a triggerable one)
Use either just a func_door carved into the floor, or combine with a trigger_multiple (e.g. to make it open when you are half-way across)
TT T = trigger -----DDDD------ D = door |LLLL| L = lava ------
What do you think? Go work out how to make it yourself :p
One idea would be to put a thin (e.g. 8 units) layer of water ontop to fool unsuspecting players...
Er... a big Q-shaped door, with a trigger underneath.
Put a lot of "flame" lights in a small area, and a trigger_hurt over the floor.
Make a door/train in a long passage, and add some sort of trigger (if needed)
Use a trigger_teleport, stupid! (And, an optional trigger to get it going)
+-------+ +-+ x = info_teleport_destination | x | |M| M = monster ontop of a trigger_teleport | | +-+ T = trigger_once | T | +--+ +--+ | |
Shove a trigger_push in. Very nasty if it pushes down!
Shove a few spikes in a pit, and a trigger_hurt round them
|e| e = exit +-+ +--------+ L = lava |LL <- <- <-| <- = wind +--------+ +-+ s = start |s|
Pick a trap and put it in the middle of a big X :p
+ - - - + <-- position the wall moves back to | | +-------+ t = trigger_teleport +-+ t +-+ M = monster hiding in alcove |M| ^ ^ ^ |M| = = 'false' teleporter to attract the player; +-+ | | | +-+ this should line up with the trigger_teleport | | once the false wall (func_door) has moved. -----+---=---+-----
Use a trigger_once to "wake up" some zombies when you enter their crypt... (Place them in some pits ontop of some doors,
so that when you enter the doors will rise and reveal the zombies)
Page last modified 03/03/2005