Q3 Gridiron v3.0 Map Entities Documentation Written by Patrick "Valtrain" Flanagan Edited by Andrew "Menthol" Blevins Last updated: 08/06/2001 This file explains the custom map entities you'll need to use to make your map work with Q3 Gridiron. trigger_red_endzone This is the brush that the RED team has to get to in order to score a touchdown for six points. Create a thin brush above the BLUE endzone, apply the TRIGGER texture to this brush from the COMMON texture set. Right-click this brush and apply this trigger. Thickness of this brush can be as thin as 8 units and still be functional, so consider keeping this brush no THICKER than 32 units maximum to avoid players making touchdowns before actually "touching" the endzone. trigger_blue_endzone This is the brush that the BLUE team has to get to in order to score a touchdown for six points. Create a thin brush above the RED endzone, apply the TRIGGER texture to this brush from the COMMON texture set. Right-click this brush and apply this trigger. Thickness of this brush can be as thin as 8 units and still be functional, so consider keeping this brush no THICKER than 32 units maximum to avoid players making touchdowns before actually "touching" the endzone. team_CTF_redplayer This entity tells Gridiron where to spawn the RED players onto the field. Place these entities on the RED end of the field in the formation of your choice. We suggest that you populate all Gridiron maps with at least 11 player spawns per team. team_CTF_blueplayer This entity tells Gridiron where to spawn the BLUE players onto the field. Place these entities on the BLUE end of the field in the formation of your choice. We suggest that you populate all Gridiron maps with at least 11 player spawns per team. team_red_kickoff This is where the ball spawns if the RED team is supposed to get the ball. Place this entity in front of the RED team. It is up to you how high you set the kickoff entity but to insure the team gets the ball as quick as possible, try placing it no more than 32 units from the floor of the map. team_blue_kickoff This is where the ball spawns if the BLUE team is supposed to get the ball. Place this entity in front of the BLUE team. It is up to you how high you set the kickoff entity but to insure the team gets the ball as quick as possible, try placing it no more than 32 units from the floor of the map. trigger_red_upright This is the brush that the BLUE team has to pass through to score a touchdown with an extra point (Seven points) or to throw the ball through the brush to make a fieldgoal for three points. Create a brush between the uprights above the RED endzone, apply the TRIGGER texture to this brush from the COMMON texture set. Right-click this brush and apply this trigger. For all fieldgoals to take, we suggest the thickness of this trigger be NO LESS than 40 units thick! trigger_blue_upright This is the brush that the RED team has to pass through to score a touchdown with an extra point (Seven points) or to throw the ball through the brush to make a fieldgoal for three points. Create a thin brush between the uprights above the BLUE endzone, apply the TRIGGER texture to this brush from the COMMON texture set. Right-click this brush and apply this trigger. For all fieldgoals to take, we suggest the thickness of this trigger be NO LESS than 40 units thick! trigger_ballteleport This brush, when the ball touches it, will cause the ball to respawn at a regular player misc_teleporter_dest entity. This can be used inside deep holes in your map or as a layer below the player field on a space map. Create a brush and apply the TRIGGER texture from the COMMON texture set. Right-click this brush and apply this trigger. Next, place a standard misc_teleporter_dest entity, press escape to DE-select any/all brushes/entities and then shift-click the TRIGGER and then shift-click the teleporter destination entity and then press CONTROL+K to connect the two. The direction of the destination has no effect on the respawning of the ball. We also suggest you make this trigger at least 32 units thick to insure the ball respawns properly. Q3 GRIDIRON MAPPING TIPS: Try to keep your team spawns close to the ball spawn. When the game only has 2 or 3 players per team, placing team spawn points far from the ball can be a disaster when it comes to picking up the ball and getting the round under way. Make maps fair, keep them PERFECTLY mirrored in ALL respects. A tip often used in CTF maps is to create HALF the map and then load that half into Radiant and rotate it 180 degrees on the Z-axis and snap it onto the other end and fix the colors and the entities. Of course, non-mirrored maps can work, experiment! Of course, as you can see in Gridiron 3.0, we have not absolutely stuck to this type of construction. Have fun and experiment/playtest your maps often! When creating fieldgoals, as an example in the maps that come with Gridiron v3.0, do not make the height to get through the uprights impossible, yet do not make it too easy. The units used to set the height for uprights in most of the 3.0 maps is 248 units high. And to insure the ball is registered when throwing a fieldgoal on a laggy server, try to make your trigger_xxx_upright brush at least 40 units thick. Lastly, since introducing new ball physics in Gridiron 3.0 you should be aware that the playerclip brush has been replaced throughout all of the maps in favor of the cushion brush. So, anyplace you want to block the ball or the players from going, use the cushion brush (from the COMMON texture set) over any other invisible blocking brush. Also, you DO NOT need to place any type of blocking brush in front of any sky brush to block the ball. The ball will bounce off of sky surfaces. If you have any questions about map making, feel free to contact us via our website. http://www.planetquake.com/gridiron/ Email: menthol@clanx-d.com