1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Level Design

Question about lighting in Quake 1

  • Daniel Nilsson
  • January 14, 2015 at 9:21 PM
  • Daniel Nilsson
    • January 14, 2015 at 9:21 PM
    • #1

    So I'm messing around with the original Quake (with the Trenchbroom editor) and I'm planning to do a single player map, will soon start a WiP thread here I think.


    But as I were experimenting with a trap room I ran into some troubles. I have a wall that starts to move in to crush the player. There's a hole in the wall so the player needs to fit into to avoid being crushed, after that there's a second wall and finally the roof also comes down.


    The moving wall starts next to a not moving wall so no light hits it backside.

    As the player makes it through she/he the wall will appear completely black is there a way around this? I suspect the same problem can happen with the underside of elevators and moving platforms.


    A bit surprised that light is baked onto non-static objects. But I guess the advantage is more consistent light.

  • Lajron
    • January 14, 2015 at 9:33 PM
    • #2

    I never used Quake engine but it's similar to GoldSrc i suppose.


    I'm not sure what entities you are using for the moving ceiling but in GoldSrc you would either use func_train or func_door.


    1.Func_train

    You would probably make a room with similar lighting to the one where it should be.

    You are gonna place it at that room and teleport it later where you want it to be.


    2.Func_door

    In goldsrc there is a flag for "Starts open" You would move the wall where it would fall and make it "Starts open" which means it would return to the ceiling and when activated it would go down to it's original state.


    I can't give you more details since i don't know quake engine that well and i also don't know which entities you are using.


    I hope you understand what i mean also sorry about my english :

  • Daniel Nilsson
    • January 14, 2015 at 10:09 PM
    • #3

    Ah thanks! Will try out the func_train thing tomorrow, the starts open spawn flag will probably not help as that end position will cover the other side of the wall.


    Mapping in Q1 is a bit crazy So many haxx. I already have unreachable boxes in space with enemies to teleport into the level as, to my knowledge, there isn't a way to spawn enemies

  • Bl1tz
    • January 15, 2015 at 7:43 AM
    • #4
    Quote from Daniel Nilsson

    Ah thanks! Will try out the func_train thing tomorrow, the starts open spawn flag will probably not help as that end position will cover the other side of the wall.


    Mapping in Q1 is a bit crazy So many haxx. I already have unreachable boxes in space with enemies to teleport into the level as, to my knowledge, there isn't a way to spawn enemies


    The "Mapping Help" thread on func_msgboard is a great resource for Quake specific level design questions. You might try asking there if you don't find a solution (and it's a good resource in case you run into anything in the future) http://celephais.net/board/view_thread.php?id=4&start=14675

  • Daniel Nilsson
    • January 15, 2015 at 12:13 PM
    • #5

    The func train method worked wonders! Thanks!

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Custom Gamemodes Contest

    Angel
    July 20, 2026 at 11:46 AM
  2. FAQ

    Angel
    July 20, 2026 at 10:14 AM
  3. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  4. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  5. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  6. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  7. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  8. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  9. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  10. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™