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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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*This is why 
Berntsen 
Which wall did you have to hug in order to walk up normally?

The fact that you could jump up them makes me think it's not a clipping issue with the geometry in that shot, but with something else intruding into the space.

That the stairs were copied and working elsewhere is suspicious as well.

The clip brush is a slope?

Also, I can't tell from the shot, but it looks like on the right the interesection of the brushes might be off grid. I doubt that'll cause the problem you were having, but its worth bearing in mind that on grid doesn't just mean the corners but also where the edges of brushes cross each other. 
 
I think it's more or less one of QBSP quirks. It doesn't matter if the stairs work somewhere else in the map or anything. Inexplicable clipping at brush edges tends to occur as a becomes more complex maps. Usually at horizontally angled (45�) walls - that's why it's recommended to hug all of such walls or columns once during beta ttesting. Sometimes c/p or remaking the area in question helps as the new brushes are then at the bottom of the .map file. Putting a thin clip wedge at the conflicting spot is the most reliable solution (for sometimes rebuilding the area only makes the clipping issue go away temporarily). You may find that blocking most of the map out with a large brush will make the stairs work fine, but once the full map is compiled again, it'll be back. 
Negke 
Yup, you're right. Raised the ceiling and the 16 wide bar is fine. Thanks for the (tee hee) heads-up. 
Hrm 
items could really have used a 'nophysics' flag. most of the time, they will never ever have physics run on them; they could have just been set to movetype_none. 
Silent Teleport 
Quoth entities etc.

Possible to teleport the player but make it completely silent? (Removing the particle effect would be a plus) 
Nope 
 
 
@ijed: Could hug both the concave wall on the right and the convex on the left. I as well thought it could be someting other than the stair in question that caused the issue, that's why I tried deleting the step to see if the issue persisted. And nope, as soon as it was gone nothing blocked the player's movement. Again, the error occured even if I remade the step from scratch.

The clip brush is not a slope, here's a picture of how it looks in the editor: http://img339.imageshack.us/img339/1210/quarkclipping.jpg

With the intersecting brushes, I take it you mean where the curvy white walls meet? They are in fact on grid, both the corners and the intersection.

@negke: So as the amount of detail in maps increases, so may issues like these? If I block out certain details with completely square clip brushes (such as lightning fixtures or computers dug into a wall) throughout the map, would that help eliminate such errors? I was thinking of doing this after I finished up the entire map's brushwork, but maybe I'll do it earlier.

Also, my map is now fullbright because I haven't bothered sealing it yet, the outside areas have no sky for instance. Could the amount of faces (i.e the ones pointing out towards the void that would otherwise not be rendered when the map is sealed) contribute to the error at hand? 
Is That Quark? 
That looks like Quark. Doesn't that editor use fractional coordinates for brush faces and thus needs its own BSP compiler? Maybe that compiler simply has more bugs than the more evolved versions that we have today? 
 
Yeah, it's Quark. I don't know if it needs to use a different BSP compiler, I use Txqbsp and I've had no other problems than these stairs so far. 
Berntsen 
The issues may potentially come up, but they really seem to occur quite arbitrarily. Blocking off geometry with clip brushes will not fix them. Sealing the map may. Ultimately, what you did with the extra clip step is the way to go. 
Hm 
Then it seems Negke is on the right track then. I've not come across this type of error before although I use WC.

It's possible that the additional brushwork / faces outside the map are affecting the hull creation process, I spose.

The player is basically a box, so could be that there's just weird collision clipping. 
Continuing My Adventures... 
...into asking about stuff that isn't possible.

Can you spawn monsters with less or more health than normal? Or a possible way to change it once they've spawned...

A further question (much more answerable I assume :p ) is how does Chthon actually work, the entity guides I've found just mention something to do with event_lightning but no details. 
 
Ooh, Cheers 
 
Monsters Spawning With Less Health... 
trigger_damage them :)

for more health... you can use the armorvalue/armortype hack in post #19 of the thread spirit linked to, or alternatively just a trigger_damage with a negative value)

the chthon question is probably less answerable :P it's messy. i did it once but ballsed if i can remember how; if i had to do it anyway i'd probably just dissect the e1m7 source and work from that 
Less Health 
= negative armorvalue 
It's That Simple? 
Nice.

Someone make a mod where poison works by giving the player negative armor. 
Sweet, Thanks Guys :D 
Got a killable via conventional stuff chthon working. Would still be interested how he's supposed to work however :) 
If You're Using Quoth 
use a trigger_hurt with 'cnt' '1' and set 'dmg' appropriately.

note that players can still hit these triggers too, so you'll have to be careful how you do it.

as for chthon... fuck, if i know, and i've been mapping for quake for like a decade. >_< 
Newbie Mapper Having Some Issues 
Hi. I was told I might get some help here with a mapping issue I have (Quake 1). I've just started and I'm using QuArK. I tried to make a small single player map, but I'm only at one room and a short corridor and I already have two problems. One is a leak I can't find no matter how hard I look, which I "fixed" by encasing the entire map in a giant box for now, but the other is something I don't even understand.

For some reason the wall at the end of the corridor looks like a weird hall of mirrors unless I'm hugging it, in which case, some of the other walls look like that. This only happens if I compile the map with lights and vis. If I do it without, it looks like ass, but it'll look like textured ass at least. Here's the map, could someone take a look at it for me and tell me what I did wrong and how I could fix it?
http://www.sendspace.com/file/9c3m3i 
 
A common issue with Quark is its habit of using float coordinates which often results in tiny leak or portal errors (the HOM). I'm not familiar with the editor unlike some other people here, but there should be an option to turn it off and/or to snap all brushes the integer grid.

If you get a leak, QBSP will create a .pts files. Put it in id1/maps along with your .bsp, load the map and type "pointfile" in the console. There will be a dotted line that'll help you determine where the leak is (search for the spot where it goes outside).

You'll also want to use the compiling tools from here (qbsp, light and vis) - the ones that come with Quark are probably outdated. 
Dang 
I didn't realise Chthon would be quite such a big deal :E nm using him with conventional weapons is fine, or I can fake it by just giving him a squillion health. Shame he auto-spawns at the start really :)

Would love to get the hack Preach mentions about targetting monsters to attack each other, but doesn't seem to want to play ball :E 
Solarn 
In order to solve your HOM issue, you need to read this: http://user.tninet.se/~xir870k/tooltips.txt 
Solarn 
I would recommend rtying another editor. If Worldcraft 3.3 works on your rig, you would probably be sorted. Then theres BSP editor which is meant to be quite current. And some people have good look with Radiant. 
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