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The Worldspawn Entity

The worldspawn entity is the core of the .map file structure. All world brushes appear within the context of the worldspawn entity. Quetoo adds several new properties to the worldspawn entity which impact everything from atmospheric weather to gameplay modes to lightmap resolution.

Runtime Variables

The following worldspawn keys are resolved at runtime, and may be overridden at the server operator's discretion via maps.lst.

message
The map title string, e.g. ^2S^7tress ^2F^7ractures by ^2J^7ester. Color escape sequences are supported. Avoid newline characters.
sky
The skybox prefix, e.g. unit1_, thundersky_, etc..
weather
Atmospheric weather type for the level. Valid values are none, rain, snow. You may also append fog, and optionally a fog color specified as rgb floating point numbers, e.g. rain fog 1.0 0.9 0.8. A fourth fog component will modify the dog density, e.g. rain fog 1.0 0.9 0.8 0.7.
gravity
The world gravity constant for the level, defaults to 800.
gameplay
The default gameplay type for the level. One of deathmatch, instagib, or rocket arena.
teams
Controls teams play. 0 is off, 1 is on, and 2 tries to enforce balanced teams.
ctf
Controls capture the flag. 0 is off, 1 is on, and 2 tries to enforce balanced teams.
match
Controls match mode, where players must ready-up for a match to begin. 0 is off, 1 is on.
frag_limit
Specifies maximum score a player may reach before an intermission.
round_limit
Specifies the maximum rounds played before an intermission. Usually used in conjunction with rocket arena gameplay.
capture_limit
Specifies the maximum captures to transpire before an intermission. Only useful for ctf levels.
time_limit
Specifies maximum time, in minutes, that will transpire before an intermission.
give
A comma-delimited items list which each player will receive upon respawn, e.g. rocket launcher, super shotgun.

Compile-time Variables

The following worldspawn keys are resolved at compile time, and must be set before BSP compilation.

ambient_light
Specifies ambient light, or the minimum global lighting value for all light samples, as an rgb color, e.g. 0.07 0.06 0.06. A small ambient factor is recommended for most levels.
brightness
Controls light scale. This is used to uniformly brighten or darken your level. 1.0 is default, all positive floating point values are valid.
contrast
Controls light contrast. This can be used to create darker dark areas and lighter light areas. The default value is 1.0. Values significantly higher than 1.0 are not recommended.
lightmap_scale
Controls lightmap resolution, which is relative to texture size. Default is .0625 (1/16). A value of 0.125 will produce sharper lightmaps, but will lengthen your static lighting compile times and increase the size of your BSP. For 0.25 scale diffuse textures, the default lightmap_scale is recommended.
saturation
Controls light saturation, or color influence. This can be used to make a level look more colorful, or more pale. The default value is 1.0. Values from 0.5 to 3.0 are most useful.
subdivide
Controls maximum surface size for the bsp stage of the compile. Generally, the default value 1024 is recommended. Lower values may reduce artifacts, while higher values may reduce r_speeds.
sun_angles
Controls sunlight direction, specified as pitch and yaw in degrees, e.g. -80 220.
sun_color
Controls sunlight color, specified as rgb floating point values, e.g. 1.0 0.9 0.8.
sun_light
Controls sunlight intensity. Values from 0 to 255 are valid, 40 to 150 typically produce best looking results.