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
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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
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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.