

They can just be spawned instantly and don't have to be teleported from somewhere else. The most likely thing is that the mapper was just messing around and decided to leave it there.Ī second point I would like to make is that when monsters spawn, they don't have to come from anywhere. So why you saw this outside of the world is beyond me. The brush only becomes invisible when an entity is applied to it. In order for one of these entities to be used, the player MUST either touch it ure go through it (otherwise, it would be a point based entity rather than a brush based entity). This texture is only used for entities such as trigger_hurt and trigger_multiple etc. Right, I've been working with the HL engine for quite some time and I have become an extremely competent mapper so I shall try and explain some things to you.įirstly, the box you saw is covered in the AAATRIGGER texture. Even its more primitive components are still being used today. And we always have to keep thanking ID, because they also, in pure fact, built the grandmother of all first person shooters, Wolfenstien 3D. You would have to manually enable it though, because it was obviously in an earlier stage. Also, Quake 1, along with various other older games, does support mouse-looking. It even states in the Half-Life manual: "25% Quake 2 engine, 75% Versa-Life engine. I know that Half-Life in general is a re-written Quake 2 clone. You would have to virtually write a whole new one to change the similarities between games, and even then they still have most. And the Quake 2 engine was also a revision of the countless older engines. To name a few, the console, mouse looking, same basic cheats, same basic multi-player, menu layout, plus all those technical items and more. Almost every First Person game on the market has the same basic features and commands. Technically speaking, almost all games today share at least small parts with the Quake 2 engine.
