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Heretic II Prefabs



This section contains prefabs for use in Quake Army Knife (QuArK). You can download QuArK for free from quark.planetquake.gamespy.com. Also included are MAP files that should be compatible with HereticEd.



Cannon
Download Here (57 Kb)
    Includes:
Cannon.bsp (playable map)
Cannon.qkm (QuArK plain-text)
HECannon.map (for HereticEd)
This is a working cannon that will blow apart players or monsters. One is triggerable by the player, the other fires automatically if anyone crosses its line of fire.

The cannon ball trains don't do any damage (they're set to NOCLIP). It's the flamethrower (set to STEAM) that damages the player. The path_corners of the train play an explosion sound when the ball is fired, and a thump sound when it hits the wall. One of the cannons has a final path_corner that killtargets a breakable brush, making it look like the cannon has destroyed something. See the Advanced Editing Tips section ('Destroying Things') for more details on how to do this in your own maps.


Square-based Dome
Download Here (51 Kb)
    Includes:
Squaredome.bsp (playable map)
Squaredome.qkm (QuArK)
HEsqurdome.map (for HereticEd)
This is a dome with a square base, similar to those used in cathedrals like the Hagia Sophia. This example uses the Hive textures.

Exploding Traps
Download Here (19 Kb)
    Includes:
Expbarrel.bsp (playable map)
Expbarrel.qkm (QuArK plain-text)
HEexpbarrel.map (for HereticEd)
Some Heretic II mods allow you to target or killtarget exploding barrels, however this doesn't work in the commercial versions of the game. One way around this is to spawn a func_wall where the barrel is, destroying it.

Scale the barrels (set to explode) to 0.1 and hide them inside a breakable brush. It's better to hide the tiny barrels inside breakable_brushes than inside solid brushes, since a solid brush might muffle the explosion. Set the breakable_brush to INVULNERABLE if you want it to remain behind (if it's not the trigger).

Create a func_wall brush that is large enough to enclose the tiny barrels. Set the spawnflags of the func_wall to TRIGGER_SPAWN and TOGGLE. Give the func_wall the CLIP texture and set the texture flags to MONSTER CLIP (so it doesn't frag the player). Target the trigger you want to use to a pair of trigger_relays (one with a DELAY of 0.1), and target both relays to the func_wall. When the trigger is fired, the func_wall will appear briefly (although it will be invisible), destroying the tiny exploding barrels.


Circular Portals
Download Here (61 Kb)
    Includes:

Portals.bsp (playable map)
Portals.qkm (QuArK plain-text)
HEportals.map (for HereticEd)

These circular portals can be used as regular doorways, or a magic portal will fit perfectly inside them. Most vertical textures will map seamlessly onto the circular frame. To use your own textures, use the 'Adjust textures to fit face' function in QuArK. Six varieties are included in the prefab.

Circular Portals
Download Here (58 Kb)
    Includes:

Portals2.bsp (playable map)
Portals2.qkm (QuArK plain-text)
HEportals2.map (for HereticEd)

Same as above, except these portal frames are for horizontal textures. Textures that are twice as wide as they are high tend to look best.

Ladder
Download Here (23 Kb)
    Includes:

Ladder.bsp (playable map)
Ladder.qkm (QuArK plain-text)
Ladder.map (for HereticEd)

To use the ladder simply walk towards it and the player will climb it automatically. The ladder is angled at a ratio of 4:1 (4 units up for every 1 unit across) and has rungs spaced at every 32 units in height.

I first saw a ladder like this in Jacal Ahumado's 'Three Fates' maps, however the player didn't always climb it successfully. This version has been tweaked to work a bit better, and has fewer polygons (it uses brushes with triangular cross-sections instead of square).


Snowing
Download Here (13 Kb)
    Includes:

Snowing.bsp (playable map)
Snowing.qkm (QuArK plain-text)
Snowing.map (for HereticEd)

This prefab uses func_trains that target game sprites to simulate snowing. Each train has a slightly different speed so as to randomise the snowflakes (otherwise they all fall in one big sheet).

It's best to use M32 sprites with surrounding transparencies with func_trains, since M8s end up with black squares around them. This example uses the Bluball.SP2 effect in the /sprites/spells/ directory. Other M32 sprites you can use include:

sprites/spells/maceball.sp2Iron Doom maceballs!
sprites/fx/bubble.sp2A greenish bubble
sprites/fx/hpproj1_1.sp2A small bug-juice splat
sprites/fx/hpproj1_2.sp2A small blue dot
sprites/fx/scorchmark.sp2A black smudge
sprites/fx/steam.sp2A puff of steam/smoke


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