QBall v1.7 Map Specifications
=============================

By Yevs

Here are the MAP specs for QBall levels.  Do not attempt to write a QBall
level if you do not have prior experience in writing Quake levels (or unless
you are confident you know what I am talking about).  If you have any
problems, don't hesitate to contact me (Yevs) at:  assassin@c031.aone.net.au

A note before you start:  A changing room is one of QBall's originalities.
Simply create an enclosed room with the start points in it, with access to
two change team teleporters.  For a guide as to how to set out the level,
refer to The Killing Field map that comes with QBall (I hope you do better
though).

ENTITIES:

Do not leave out any of the mandatory entities, otherwise the map will
probably not work.

Classname	: 	info_goal_origin
Mandatory?	: 	Yes - Exactly TWO in each level, one of spawnflag "1"
                        and one of spawnflag "2"
Spawnflags	: 	1 or 2
Description	: 	Place an info_goal_origin at the corner of each of
                        the goal planes (i.e. just behind the line).
                        Spawnflag "1" for the Team One's (Red) goal and
                        spawnflag "2" for Team Two's (Green) goal.  Note that
                        Team One's goal is the goal they are kicking towards.
                        An info_goal_origin should be followed immediately
                        after by an info_goal_maximum with the same spawnflag.

Classname	: 	info_goal_maximum
Mandatory?	: 	Yes - Exactly TWO in each level, immediately after
                        the info_goal_origin with the same spawnflag
Spawnflags	: 	1 or 2
Description	: 	Place an info_goal_maximum at the OPPOSITE corner to
                        the info_goal_origin of the goal plane.  Again, set
                        the spawnflag to the Team's number.  It is VITAL that
                        the info_goal_maximum not be on the same plane as the
                        info_goal_origin, i.e. make sure none of the
                        coordinates of the info_goal_origin and
                        info_goal_maximum in the same goal are the same.
Example         : 
                        {
                                "classname" "info_goal_origin"
                                "origin" "184 -576 -128"
                                "spawnflags" "1"
                        }
                        {
                                "classname" "info_goal_maximum"
                                "origin" "16 -568 -32"    //DO NOT set the y
                                                            value of the
                                                            origin to -576 as
                                                            this is the same
                                                            as the
                                                            info_goal_origin's!
                                "spawnflags" "1"
                        }

Classname	: 	info_ball_start
Mandatory?	:	Yes - Exactly ONE in each level, immediately after
                        the goal entities
Spawnflags	:	None
Description	:	This is where the ball spawns and respawns.  Put this
                        entity somewhere where players are unlikely to be,
                        as it spawns without a telefrag (I'll change this
                        sometime).

Classname	:	info_ref_start
Mandatory?	:	Yes - Exactly ONE in each level, immediately after
                        the info_ball_start entity
Spawnflags	:	None
Description     :       This is where the ref spawns and respawns.  It needs
                        to be at least 36 units above the ground, otherwise
                        the ref will fall out of the level or something
                        equally drastic.  I'm not really sure whether you
                        can have two refs, but try it if you have time and
                        tell me about it.

Classname	:	info_player_start, info_player_deathmatch and
                        info_player_coop
Mandatory?      :       Yes - at LEAST one of each
Spawnflags	:	None
Description	:	This is where the players spawn when they first
                        connect to the server.  Note that the players do not
                        respawn here.  I'm not sure how the game plays in
                        coop, but put a couple in there just in case.  Put
                        these inside the changing room.

Classname	:	info_player_qball
Mandatory?	:	Yes - at LEAST one of spawnflag "1" and at LEAST
                        one of spawnflag "2"
Spawnflags	: 	1 or 2
Description	:	This is where players respawn after dying on the
                        field.  Spawnflag "1" for Team One respawn points
                        and Spawnflag "2" for Team Two respawn points.

Classname	:	trigger_teleport
Mandatory?	:	Yes - at LEAST one of spawnflag "5", at LEAST one of
                        spawnflag "9", and you can also include one of
                        spawnflag "17" if you intend to allow players to
                        change teams.
Spawnflags	:	5, 9 or 17
Description	:	These are the teleporters to put the player into a
                        team.  Spawnflag "5" puts the player on Team One, s
                        pawnflag "9" puts the player on Team Two, and
                        spawnflag "17" makes the player Team Zero, like he is
                        when he first spawns.  Make the teleport destinations
                        appropriate to the team the player is on.  The
                        teleport destination of a teleport of spawnflag "0"
                        should be in a changing room which is shielded from
                        danger.

                        There is a bug (id's fault) which allows the player
                        to run around before the QuakeC code executes.
                        Theoretically, the player could hit a teleporter
                        before his fields are properly initialised.
                        Therefore, move the change team teleporters a little
                        bit away from the player start points to reduce
                        the possibility of this happening.

Classname	:	light
Mandatory?	:	No
Style           :       32
Spawnflags	:	None required
Targetname	:	"goal"
Description	:	In a QBall level, when a goal is scored, all lights
                        are dimmed except lights that are set up thus.  These
                        lights strobe for three seconds before the ball is
                        respawned and the game continues.

			N.B.  Make sure you 'light' with the -extra option,
			      otherwise the effect may be a little strange.

Classname	:	item_artifact_super_damage,
                        item_artifact_invulnerability,
                        and item_artifact_invisibility
Mandatory?	:	No
Spawnflags	:	None
Description     :       These are the Quad Damage, Fires of Hell, and Ring of
                        Kinetic Energy powerups respectively.  The code is
                        changed, so that these do not spawn right at the
                        start but rather a random time afterwards, so place
                        these on the field if you prefer.

