info_player_deathmatch, info_player_team1, info_player_team2
will take you through the new entities for Q2
Capture the Flag, and what you need to do to get
a CTF map up and running. The only exception is
info_player deathmatch, which has a slightly
different usage than standard DM.
the initial release of Q2CTF, maps had to have a
"message" key/value pair in the
worldspawn entity, or they would crash.
This appears to have been fixed in version 1.01.
important diference from standard Q2 editing
is the use of player starts. You need
to add starts for the teams, as well as
generic respawn points
the team spawn points, and are
only used when a player first joins a
team. The only key/value pair
for these is the "angle"
key, which detemines which direction the
player will be facing.
Team 1 is red. Team
2 is blue.
the generic spawnpoints that are used for
the remainder of the game (example:
if you die, you come back to one of
these, not to a team start.)
Again, the only key is the "angle"
also determine where the tech powerups
will spawn when the map begins.
There are no info_player_start entities in
CTF maps. CTF forces a server into
deathmatch by default, and so they are never
CTF be without flags? These are easy enough
to use. Simply place them in the map where
you want them to be. That's it.
These are the
big waving banners you see hanging on the
walls. They take two key/value pairs:
use this to rotate the banners. simply
rotating them in the editor will do nothing.
defaults to "0"
(red). Set to "1"
for a blue banner.
And that's it...
Return to Tutorials
All content © 1998 by
Shane 'Fishman' Sherman. This particular tutorial was created by GrrandMaMa
and belongs to him. Quake and Quake2 are trademarks of id software.
All rights reserved.