Defining map gravity

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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grilch
Posts: 3
Joined: Tue Apr 21, 2009 5:53 pm

Defining map gravity

Post by grilch »

Greetings all. I'm back to Q3A level editing after a long hiatus. A question: How do you define lower than normal gravity in a map without having to do it manually in the console after you load it? For example, WTF02 has low gravity as soon as it starts. Feeling stupid. Thanks in advance.
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Defining map gravity

Post by obsidian »

Hello, did you post here before and if so what name did you post as?

worldspawn entity (select a normal brush and hit "n") > gravity key with a value (default is 800).
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
wattro
Posts: 375
Joined: Mon Feb 20, 2006 1:12 am

Re: Defining map gravity

Post by wattro »

not to be a namby-pamby, but i wouldn't... i made a map once with low gravity (not much, like 80-90%) and the result was OK, but it really threw off the physics/flow of a known established gameplay.

Of course, your the designer, so I assume you know what you are doing. :)
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Defining map gravity

Post by obsidian »

If he's not making a competitive Q3 map and just something for a quick deathmatch, it could still be fun. I remember some of the Q1 maps had low gravity and it was still a lot of fun playing with a bunch of friends over LAN.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
^misantropia^
Posts: 4022
Joined: Sat Mar 12, 2005 6:24 pm

Re: Defining map gravity

Post by ^misantropia^ »

There is this hidden low-gravity map in Q2 and too bad it is, or my graduation grades would've been a lot higher.
grilch
Posts: 3
Joined: Tue Apr 21, 2009 5:53 pm

Re: Defining map gravity

Post by grilch »

Thanks for reply. I must confess that I've only dabbled so far and haven't been an active member of this community in the past. These days I'm teaching an introductory high school class involving 3D graphics and I'm starting to make Q3 level design part of that. I've got a student who wants to design a low-grav map, but as wattro suggests it might not be as cool as we imagine. I'm glad to see that the Q3 community is still going strong!
wattro
Posts: 375
Joined: Mon Feb 20, 2006 1:12 am

Re: Defining map gravity

Post by wattro »

well, i would say experiment away, especially if its for school or just for kicks... =)
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