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How to make great Quake Deathmatch levelsFirst 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)
Avalanche!Make a trigger_multiple, which will activate a series of func_trains (the rocks)
Big hairy thing (mirror)Er... pass Crushing wallsMake a trigger_multiple, which will activate some doors:
| | |DTD| D = door |DTD| T = trigger |DTD| | | Dark roomsUse a trigger_once to turn the lights off as the player enters
Exploding boxesUse func_explobox & func_explobox2. To make them explode on purpose, crush them or use a nail shooter.
False doorUse func_illusionary
Green stuff (from a scrag)Well, you need a monster_wizard for that.
"Hot" roomsUse trigger_hurt
Thinking of another IdeaPick another letter and look it up :p
Jumping demonsYou're meant to be able to use a trigger_monsterjump, so place a monster_demon1 ontop of it.
Killer itemsHa 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.
Lava ballsUse misc_fireball
Moving blocksUse func_train
Shooting NailsEither trap_shooter or trap_spikeshooter (for a triggerable one)
Opening floorsUse 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 ------ Pit of lava/slimeWhat 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...
Falling Q'sEr... a big Q-shaped door, with a trigger underneath.
Roaring firesPut a lot of "flame" lights in a small area, and a trigger_hurt over the floor.
"Slates"Make a door/train in a long passage, and add some sort of trigger (if needed)
Teleporting monsters/youUse 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 | +--+ +--+ | | Underwater wind tunnelsShove a trigger_push in. Very nasty if it pushes down!
Very sharp things in a pitShove a few spikes in a pit, and a trigger_hurt round them
Wind tunnel to lava/slimeE.g.: |e| e = exit +-+ +--------+ L = lava |LL <- <- <-| <- = wind +--------+ +-+ s = start |s| A big X?Pick a trap and put it in the middle of a big X :p
Walls which run away from YouE.g.: + - - - + <-- 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. -----+---=---+----- Sleeping Zombies
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)
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Page last modified 03/03/2005 |