Simple Quake Examples and Methods - Version 1.0 By Cameron Newham, August 26th 1996 What This is About ------------------ This archive (sqeam.zip) contains seven examples of common-place map entities in id's Quake. The purpose of this archive is to provide these simple examples for you to examine and learn from so that you can put them into your own map designs. Each example map is made up of one room containing one example* of each of the main types of Quake entities. No attempt has been made to align textures or do anything fancy. Each example is as uncluttered as possible. (* SPIKES contains an example of a trigger as well as the spike shooters). All of the examples have been tested and work. They are provided as MAP files as well as compiled BSP files. The MAP files are commented. The BSP's have been run through QBSP, LIGHT, and in some cases VIS (although VIS was in no way necessary). This archive contains the following examples: DOORV - a door that moves vertically DOORH - a door that moves horizontally SPIKES - examples of constant and triggered spike shooters, and triggers TELE - an example of a teleporter PLAT - an example of a rising platform TRAIN - an example of a moving (train) platform SWITCH - an example of a door operated by a switch This is obviously not an exhaustive list of possibilities, but it does provide a base from which the new Quake editor can explore the capabilities of the Quake Engine. Usage ----- The easiest way to use these examples is to run them from Quake and then examine the MAP files (which are just ascii text) to see how they work. To install these maps, create a directory called "examples" in your Quake directory and unpack this archive in it. This will create a directory under "examples" called "maps", which contains all of the BSP files. To use these files, run Quake with the following command: quake -game examples Then, to enter each map, you must bring down the console in Quake (use the ~ key) and type in the name of the map file (sans the .BSP extension). eg: map spikes To go to the next example, just bring down the console again and use the map command again. If you wish, you can compile the MAP files to produce the BSP files. Please see the documentation that comes with the QBSP archive on how to use id's QBSP, LIGHT and VIS programs to do this. Updates ------- None anticipated. I *may* include some things like segmented doors if I have some spare time. Credits ------- Thanks go to the authors of the "Quest" Quake editor for producing a nice editor (even if only a beta) with which I was able to play around with Quake editing and produce this archive. Thanks to id for a great 3D engine. Contacts -------- Sorry. I am busy enough as is, so I'm not providing contact information - even for suggestions of improvements to this archive. If I have time I'll update and improve it. I can't answer questions on Quake (or Doom) editing. If you have questions on Quake, please ask in the appropriate newsgroup. Thanks. (if you are *really* clever, you'll know how to contact me - but please, no questions about how to edit, install or use Quake :) I hope you find this archive useful in itself. Legal ----- This software comes with no warrenties, either expressed or implied. USE AT YOUR OWN RISK. You can do what you want with the MAP files in this archive - that's what it's for. You MAY NOT redistribute this archive without this README.TXT file intact and included. Likewise, you MAY NOT distribute this file for financial gain.