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	<updated>2026-04-07T14:52:27Z</updated>
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	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Necessary_map_declarations&amp;diff=3966</id>
		<title>Necessary map declarations</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Necessary_map_declarations&amp;diff=3966"/>
		<updated>2007-12-11T14:30:05Z</updated>

		<summary type="html">&lt;p&gt;DavidE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{first etqwmap toc}}&lt;br /&gt;
== Materials ==&lt;br /&gt;
&lt;br /&gt;
Here is a list of materials for assets created later on. Simply copy the text from the boxs below and save to {{filename|materials/yourmapname.mtr}} Don't forget to find/replace 'etqwmap' with yourmapname.&lt;br /&gt;
&lt;br /&gt;
This is needed for some codey reason:&lt;br /&gt;
&lt;br /&gt;
 #include &amp;lt;materials/commandmaps.include&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
These are the megatexture materials. They are only one line of text as they use a template elsewhere:&lt;br /&gt;
&lt;br /&gt;
 material megatextures/etqwmap { useTemplate megatextures/default_ambient_spec&amp;lt; &amp;quot;etqwmap&amp;quot; &amp;gt; }&lt;br /&gt;
 material megatextures/etqwmap_noshadows { useTemplate megatextures/default_ambient_spec_noshadows&amp;lt; &amp;quot;etqwmap&amp;quot;  &amp;gt; }&lt;br /&gt;
             &lt;br /&gt;
These are the [[Creating a command map|command map materials]]. One for the regular command map, one for out of bounds:&lt;br /&gt;
 &lt;br /&gt;
 material commandmaps/etqwmap&lt;br /&gt;
 {&lt;br /&gt;
 	templates/game/maps/cmMap( &amp;quot;commandmaps/etqwmap.tga&amp;quot; )&lt;br /&gt;
  }&lt;br /&gt;
 &lt;br /&gt;
 material commandmaps/etqwmap_oob&lt;br /&gt;
 {&lt;br /&gt;
 	templates/game/maps/cmMap( &amp;quot;commandmaps/etqwmap_oob.tga&amp;quot; )&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
These are the territory materials (the greyscale territory lines which the game makes red/green):&lt;br /&gt;
&lt;br /&gt;
 material commandmaps/etqwmap_territory_01 { &lt;br /&gt;
 	templates/game/maps/cmIcon( makealpha( commandmaps/etqwmap/etqwmap_ter01.tga ) )&lt;br /&gt;
 }&lt;br /&gt;
 &lt;br /&gt;
 material commandmaps/etqwmap_territory_02 { &lt;br /&gt;
 	templates/game/maps/cmIcon( makealpha( commandmaps/etqwmap/etqwmap_ter02.tga ) )&lt;br /&gt;
 }&lt;br /&gt;
 &lt;br /&gt;
 material commandmaps/etqwmap_territory_03 {&lt;br /&gt;
 	templates/game/maps/cmIcon( makealpha( commandmaps/etqwmap/etqwmap_ter03.tga ) )&lt;br /&gt;
 }&lt;br /&gt;
 &lt;br /&gt;
 material commandmaps/etqwmap_territory_04 { &lt;br /&gt;
 	templates/game/maps/cmIcon( makealpha( commandmaps/etqwmap/etqwmap_ter04.tga ) )&lt;br /&gt;
 }&lt;br /&gt;
  &lt;br /&gt;
 material commandmaps/etqwmap_territory_05 { &lt;br /&gt;
 	templates/game/maps/cmIcon( makealpha( commandmaps/etqwmap/etqwmap_ter05.tga ) )&lt;br /&gt;
 }&lt;br /&gt;
 &lt;br /&gt;
The level shot (loading screen image) material:&lt;br /&gt;
&lt;br /&gt;
 material levelshots/etqwmap { &lt;br /&gt;
  	 sort gui&lt;br /&gt;
 	{&lt;br /&gt;
  		blend blend&lt;br /&gt;
  		vertexColor&lt;br /&gt;
  		map nopicmip clamp	&amp;quot;levelshots/etqwmap&amp;quot;&lt;br /&gt;
 	}&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
The material for the small thumbnail of your map:&lt;br /&gt;
 &lt;br /&gt;
 material levelshots/thumbs/etqwmap { &lt;br /&gt;
 	 sort gui&lt;br /&gt;
 	{&lt;br /&gt;
 		blend blend&lt;br /&gt;
 		vertexColor&lt;br /&gt;
 		map nopicmip clamp	&amp;quot;levelshots/thumbs/etqwmap&amp;quot;&lt;br /&gt;
 	}&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
== Definitions ==&lt;br /&gt;
&lt;br /&gt;
Here are the map definitions needed for a functioning map. Save these to def/yourmapname.def&lt;br /&gt;
&lt;br /&gt;
 #include &amp;quot;def/pathfinder.include&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 heightMap heightmaps/etqwmap {&lt;br /&gt;
 	heightMap &amp;quot;heightmaps/etqwmap.tga&amp;quot;&lt;br /&gt;
 }&lt;br /&gt;
 &lt;br /&gt;
 deployMask masks/etqwmap/mcp {&lt;br /&gt;
 	mask		&amp;quot;masks/etqwmap/mcp.tga&amp;quot;&lt;br /&gt;
 }&lt;br /&gt;
 &lt;br /&gt;
 deployMask masks/etqwmap/default {&lt;br /&gt;
 	mask		&amp;quot;masks/etqwmap/default.tga&amp;quot;&lt;br /&gt;
 }&lt;br /&gt;
 &lt;br /&gt;
 deployMask masks/etqwmap/mcp_route {&lt;br /&gt;
 	mask		&amp;quot;masks/etqwmap/mcp_route.tga&amp;quot;&lt;br /&gt;
 }&lt;br /&gt;
 &lt;br /&gt;
 deployMask masks/etqwmap/playzone {&lt;br /&gt;
 	mask		&amp;quot;masks/etqwmap/playzone.tga&amp;quot;&lt;br /&gt;
 }&lt;br /&gt;
 &lt;br /&gt;
 stringMap pathfinder_etqwmap {&lt;br /&gt;
 	_pathfinder_default( &amp;quot;etqwmap&amp;quot;, 20 )&lt;br /&gt;
 	&amp;quot;playzone_0&amp;quot;					&amp;quot;etqwmap_playzone_path_and_heightmap&amp;quot;&lt;br /&gt;
  	&amp;quot;resolution_x_playzone_0&amp;quot;		&amp;quot;1280&amp;quot;&lt;br /&gt;
  	&amp;quot;resolution_y_playzone_0&amp;quot;		&amp;quot;1280&amp;quot;		&lt;br /&gt;
 	&amp;quot;mg_resolution_x_playzone_0&amp;quot;	&amp;quot;1280&amp;quot;&lt;br /&gt;
 	&amp;quot;mg_resolution_y_playzone_0&amp;quot;	&amp;quot;1280&amp;quot;	&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
[[Category:Basic Level Design]]&lt;/div&gt;</summary>
		<author><name>DavidE</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Necessary_map_declarations&amp;diff=3959</id>
		<title>Necessary map declarations</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Necessary_map_declarations&amp;diff=3959"/>
		<updated>2007-12-11T11:54:01Z</updated>

		<summary type="html">&lt;p&gt;DavidE: /* Materials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{first etqwmap toc}}&lt;br /&gt;
== Materials ==&lt;br /&gt;
&lt;br /&gt;
Here is a list of materials for assets created later on. Simply copy the text from the boxs below and save to {{filename|materials/yourmapname.mtr}} Don't forget to find/replace 'etqwmap' with yourmapname.&lt;br /&gt;
&lt;br /&gt;
This is needed for some codey reason.&lt;br /&gt;
&lt;br /&gt;
 #include &amp;lt;materials/commandmaps.include&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
These are the megatexture materials. They look pretty as as they use a template.&lt;br /&gt;
&lt;br /&gt;
 material megatextures/etqwmap { useTemplate megatextures/default_ambient_spec&amp;lt; &amp;quot;etqwmap&amp;quot; &amp;gt; }&lt;br /&gt;
 material megatextures/etqwmap_noshadows { useTemplate megatextures/default_ambient_spec_noshadows&amp;lt; &amp;quot;etqwmap&amp;quot;  &amp;gt; }&lt;br /&gt;
             &lt;br /&gt;
These are the command map materials. One for the regular command map, one for out of bounds.&lt;br /&gt;
 &lt;br /&gt;
 material commandmaps/etqwmap&lt;br /&gt;
 {&lt;br /&gt;
 	templates/game/maps/cmMap( &amp;quot;commandmaps/etqwmap.tga&amp;quot; )&lt;br /&gt;
  }&lt;br /&gt;
 &lt;br /&gt;
 material commandmaps/etqwmap_oob&lt;br /&gt;
 {&lt;br /&gt;
 	templates/game/maps/cmMap( &amp;quot;commandmaps/etqwmap_oob.tga&amp;quot; )&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
These are the territory materials.&lt;br /&gt;
&lt;br /&gt;
 material commandmaps/etqwmap_territory_01 { &lt;br /&gt;
 	templates/game/maps/cmIcon( makealpha( commandmaps/etqwmap/etqwmap_ter01.tga ) )&lt;br /&gt;
 }&lt;br /&gt;
 &lt;br /&gt;
 material commandmaps/etqwmap_territory_02 { &lt;br /&gt;
 	templates/game/maps/cmIcon( makealpha( commandmaps/etqwmap/etqwmap_ter02.tga ) )&lt;br /&gt;
 }&lt;br /&gt;
 &lt;br /&gt;
 material commandmaps/etqwmap_territory_03 {&lt;br /&gt;
 	templates/game/maps/cmIcon( makealpha( commandmaps/etqwmap/etqwmap_ter03.tga ) )&lt;br /&gt;
 }&lt;br /&gt;
 &lt;br /&gt;
 material commandmaps/etqwmap_territory_04 { &lt;br /&gt;
 	templates/game/maps/cmIcon( makealpha( commandmaps/etqwmap/etqwmap_ter04.tga ) )&lt;br /&gt;
 }&lt;br /&gt;
  &lt;br /&gt;
 material commandmaps/etqwmap_territory_05 { &lt;br /&gt;
 	templates/game/maps/cmIcon( makealpha( commandmaps/etqwmap/etqwmap_ter05.tga ) )&lt;br /&gt;
 }&lt;br /&gt;
 &lt;br /&gt;
The level shot (loading screen image) material.&lt;br /&gt;
&lt;br /&gt;
 material levelshots/etqwmap { &lt;br /&gt;
  	 sort gui&lt;br /&gt;
 	{&lt;br /&gt;
  		blend blend&lt;br /&gt;
  		vertexColor&lt;br /&gt;
  		map nopicmip clamp	&amp;quot;levelshots/etqwmap&amp;quot;&lt;br /&gt;
 	}&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
The material for the small thumbnail of your map.&lt;br /&gt;
 &lt;br /&gt;
 material levelshots/thumbs/etqwmap { &lt;br /&gt;
 	 sort gui&lt;br /&gt;
 	{&lt;br /&gt;
 		blend blend&lt;br /&gt;
 		vertexColor&lt;br /&gt;
 		map nopicmip clamp	&amp;quot;levelshots/thumbs/etqwmap&amp;quot;&lt;br /&gt;
 	}&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
== Definitions ==&lt;br /&gt;
&lt;br /&gt;
Here are the map definitions needed for a functioning map. Save these to def/yourmapname.def&lt;br /&gt;
&lt;br /&gt;
 #include &amp;quot;def/pathfinder.include&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 heightMap heightmaps/etqwmap {&lt;br /&gt;
 	heightMap &amp;quot;heightmaps/etqwmap.tga&amp;quot;&lt;br /&gt;
 }&lt;br /&gt;
 &lt;br /&gt;
 deployMask masks/etqwmap/mcp {&lt;br /&gt;
 	mask		&amp;quot;masks/etqwmap/mcp.tga&amp;quot;&lt;br /&gt;
 }&lt;br /&gt;
 &lt;br /&gt;
 deployMask masks/etqwmap/default {&lt;br /&gt;
 	mask		&amp;quot;masks/etqwmap/default.tga&amp;quot;&lt;br /&gt;
 }&lt;br /&gt;
 &lt;br /&gt;
 deployMask masks/etqwmap/mcp_route {&lt;br /&gt;
 	mask		&amp;quot;masks/etqwmap/mcp_route.tga&amp;quot;&lt;br /&gt;
 }&lt;br /&gt;
 &lt;br /&gt;
 deployMask masks/etqwmap/playzone {&lt;br /&gt;
 	mask		&amp;quot;masks/etqwmap/playzone.tga&amp;quot;&lt;br /&gt;
 }&lt;br /&gt;
 &lt;br /&gt;
 stringMap pathfinder_etqwmap {&lt;br /&gt;
 	_pathfinder_default( &amp;quot;etqwmap&amp;quot;, 20 )&lt;br /&gt;
 	&amp;quot;playzone_0&amp;quot;					&amp;quot;etqwmap_playzone_path_and_heightmap&amp;quot;&lt;br /&gt;
  	&amp;quot;resolution_x_playzone_0&amp;quot;		&amp;quot;1280&amp;quot;&lt;br /&gt;
  	&amp;quot;resolution_y_playzone_0&amp;quot;		&amp;quot;1280&amp;quot;		&lt;br /&gt;
 	&amp;quot;mg_resolution_x_playzone_0&amp;quot;	&amp;quot;1280&amp;quot;&lt;br /&gt;
 	&amp;quot;mg_resolution_y_playzone_0&amp;quot;	&amp;quot;1280&amp;quot;	&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
[[Category:Basic Level Design]]&lt;/div&gt;</summary>
		<author><name>DavidE</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Creating_a_simple_terrain&amp;diff=3691</id>
		<title>Creating a simple terrain</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Creating_a_simple_terrain&amp;diff=3691"/>
		<updated>2007-11-23T14:24:57Z</updated>

		<summary type="html">&lt;p&gt;DavidE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{First etqwmap toc}}&lt;br /&gt;
For now a flat terrain is fine to drive and run around on. The example map already has a flat terrain set up. The terrain mesh was added to a map via the [[Terrain Editor]]. Pick the Terrain Editor inspector and right click on the empty left hand dialog. Then choose New &amp;gt; Tree... Then choose the following terrain model &amp;quot;models/terrain/sdk/etqwmap.lwo&amp;quot;. Some guidelines on making your own terrain model can be found on [[Terrain|here]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Basic Level Design]]&lt;/div&gt;</summary>
		<author><name>DavidE</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Creating_a_simple_terrain&amp;diff=3690</id>
		<title>Creating a simple terrain</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Creating_a_simple_terrain&amp;diff=3690"/>
		<updated>2007-11-23T14:24:07Z</updated>

		<summary type="html">&lt;p&gt;DavidE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{First etqwmap toc}}&lt;br /&gt;
For now a flat terrain is fine to drive and run around on. The example map already has a flat terrain set up. The terrain mesh was added to a map via the [[Terrain Editor]]. Pick the Terrain Editor inspector and right click on the empty left hand dialog. Then choose New &amp;gt; Tree... Then choose the following terrain model &amp;quot;models/terrain/sdk/etqwmap.lwo&amp;quot;. Some guidelines on making your own terrain model can be found on this page [[Terrain]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Basic Level Design]]&lt;/div&gt;</summary>
		<author><name>DavidE</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Deployzones&amp;diff=3689</id>
		<title>Deployzones</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Deployzones&amp;diff=3689"/>
		<updated>2007-11-23T14:11:05Z</updated>

		<summary type="html">&lt;p&gt;DavidE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{first etqwmap toc}}&lt;br /&gt;
Deployzone entities (also known internally as territory brushes) are used to determine where territories exist within a map. They are brush based entities using the [[Common Textures#common/trigger|textures/common/trigger]] texture. A player can only deploy inside a deployzone volume that is active for their team (and only on green areas of the deploy mask.) Team base deployzones do not change over the course of match, whereas in most other cases deployzones are granted to the attacking team when an objective is completed.&lt;br /&gt;
&lt;br /&gt;
In the example map there are five deployzone entities;&lt;br /&gt;
&lt;br /&gt;
* gdf_base_deployzone&lt;br /&gt;
* bridge_deployzone&lt;br /&gt;
* outpost_deployzone&lt;br /&gt;
* shield_deployzone&lt;br /&gt;
* strogg_base_deployzone&lt;br /&gt;
&lt;br /&gt;
== Vehicles and deployzones ==&lt;br /&gt;
&lt;br /&gt;
The deployzones are also used to spawn vehicles for the attacking team when they gain territory. When the attacking team loses territory, any of their vehicles associated with the deployzone are destroyed. Vehicles are associated with deployzones by targeting deployable_spawn_&amp;lt;vehiclename&amp;gt; entities. In the example map you will see target paths, originating from the deployzone, leading to the vehicles. Note that they are targeted using target_gdf1,target_strogg1 and so on. This lets the game know which vehicles to spawn/destroy when territory changes hands.&lt;br /&gt;
&lt;br /&gt;
== Entity keys ==&lt;br /&gt;
&lt;br /&gt;
=== gdf_base_deployzone ===&lt;br /&gt;
&lt;br /&gt;
* {{keyname|mtr_territory}} {{keyvalue|commandmaps/etqwmap_territory_01}} &lt;br /&gt;
: The greyscale territory image on the command map. This changes to red or green depending on which teams owns the territory.&lt;br /&gt;
* {{keyname|start_team}} {{keyvalue|gdf}} &lt;br /&gt;
: The team which owns the territory at map start.&lt;br /&gt;
&lt;br /&gt;
=== bridge_deployzone ===&lt;br /&gt;
&lt;br /&gt;
* {{keyname|mtr_territory}} {{keyvalue|commandmaps/etqwmap_territory_02}} &lt;br /&gt;
* {{keyname|start_team}} {{keyvalue|strogg}} &lt;br /&gt;
* {{keyname|target_gdf1}} {{keyvalue|bridge_gdf_badger}} &lt;br /&gt;
: First vehicle granted to the GDF when they own the territory. &lt;br /&gt;
* {{keyname|target_gdf2}} {{keyvalue|bridge_gdf_husky}} &lt;br /&gt;
: Second vehicle granted to the GDF when they own the territory. &lt;br /&gt;
* {{keyname|target_strogg1}} {{keyvalue|bridge_strogg_icarus_1}}&lt;br /&gt;
: First vehicle granted to the Strogg when they own the territory. &lt;br /&gt;
* {{keyname|target_strogg2}} {{keyvalue|bridge_strogg_icarus_2}}&lt;br /&gt;
: Second vehicle granted to the Strogg when they own the territory. We have already added the [[Adding_Objective_spawns_and_vehicles#Vehicles_2|vehicles associated with the bridge territory]]&lt;br /&gt;
&lt;br /&gt;
=== outpost_deployzone ===&lt;br /&gt;
&lt;br /&gt;
* {{keyname|mcp_stay_deployed}} {{keyvalue|1}}&lt;br /&gt;
: MCP is deployed in this deployzone.&lt;br /&gt;
* {{keyname|mtr_territory}} {{keyvalue|commandmaps/etqwmap_territory_03}} &lt;br /&gt;
* {{keyname|start_team}} {{keyvalue|strogg}} &lt;br /&gt;
* {{keyname|target_gdf1}} {{keyvalue|outpost_gdf_badger}} &lt;br /&gt;
* {{keyname|target_gdf2}} {{keyvalue|outpost_gdf_trojan}} &lt;br /&gt;
* {{keyname|target_gdf3}} {{keyvalue|outpost_gdf_titan}}  &lt;br /&gt;
* {{keyname|target_gdf4}} {{keyvalue|outpost_gdf_husky}} &lt;br /&gt;
* {{keyname|target_gdf5}} {{keyvalue|outpost_gdf_husky}} &lt;br /&gt;
* {{keyname|target_strogg1}} {{keyvalue|outpost_strogg_hog}} &lt;br /&gt;
* {{keyname|target_strogg2}} {{keyvalue|outpost_strogg_desecrator}}&lt;br /&gt;
* {{keyname|target_strogg3}} {{keyvalue|outpost_icarus_1}} &lt;br /&gt;
* {{keyname|target_strogg4}} {{keyvalue|outpost_icarus_2}}&lt;br /&gt;
&lt;br /&gt;
We have already added the [[Adding_Objective_spawns_and_vehicles#Vehicles_3|vehicles associated with the outpost territory]]&lt;br /&gt;
&lt;br /&gt;
=== shield_deployzone ===&lt;br /&gt;
&lt;br /&gt;
* {{keyname|mtr_territory}} {{keyvalue|commandmaps/etqwmap_territory_04}} &lt;br /&gt;
* {{keyname|start_team}} {{keyvalue|strogg}} &lt;br /&gt;
* {{keyname|target_strogg1}} {{keyvalue|outpost_icarus_1}}&lt;br /&gt;
* {{keyname|target_strogg2}} {{keyvalue|outpost_icarus_2}}&lt;br /&gt;
* {{keyname|target_strogg3}} {{keyvalue|outpost_hog}}&lt;br /&gt;
&lt;br /&gt;
We have already added the [[Adding_Objective_spawns_and_vehicles#Vehicles_4|vehicles associated with the shield territory]]&lt;br /&gt;
&lt;br /&gt;
=== strogg_base_deployzone ===&lt;br /&gt;
&lt;br /&gt;
* {{keyname|mtr_territory}} {{keyvalue|commandmaps/etqwmap_territory_05}} &lt;br /&gt;
* {{keyname|start_team}} {{keyvalue|strogg}}&lt;br /&gt;
&lt;br /&gt;
=== Common entity keys ===&lt;br /&gt;
&lt;br /&gt;
These key pairs are common across all deployzones; &lt;br /&gt;
* {{keyname|territory_start}} {{keyvalue|0 0}} &lt;br /&gt;
: FIXME.&lt;br /&gt;
* {{keyname|territory_end}} {{keyvalue|1 1}} &lt;br /&gt;
: FIXME.&lt;br /&gt;
* {{keyname|target_playzone}} {{keyvalue|territory_size_thing}} &lt;br /&gt;
: The playzone entity used to determine the bounds of the map territories.&lt;br /&gt;
&lt;br /&gt;
== Worldspawn keys ==&lt;br /&gt;
&lt;br /&gt;
The deployzone entities require the following entity keys;&lt;br /&gt;
&lt;br /&gt;
* {{keyname|&amp;quot;script_gdf_base_territory&amp;quot;}} {{keyvalue|gdf_base_deployzone}}&lt;br /&gt;
* {{keyname|&amp;quot;script_bridge_territory&amp;quot;}} {{keyvalue|bridge_deployzone}}&lt;br /&gt;
* {{keyname|&amp;quot;script_outpost_territory&amp;quot;}} {{keyvalue|outpost_deployzone}}&lt;br /&gt;
* {{keyname|&amp;quot;script_shield_territory&amp;quot;}} {{keyvalue|shield_deployzone}}&lt;br /&gt;
* {{keyname|&amp;quot;script_strogg_base_territory&amp;quot;}} {{keyvalue|strogg_base_deployzone}}&lt;/div&gt;</summary>
		<author><name>DavidE</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Info_Objectives&amp;diff=3688</id>
		<title>Info Objectives</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Info_Objectives&amp;diff=3688"/>
		<updated>2007-11-23T14:08:49Z</updated>

		<summary type="html">&lt;p&gt;DavidE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{first etqwmap toc}}&lt;br /&gt;
Info_objective entities provide objective information to the player such as; &lt;br /&gt;
&lt;br /&gt;
* The objective description the player will see in the limbo menu and in game.&lt;br /&gt;
* The icon to display in the world &lt;br /&gt;
* The icon and objective number on the command map&lt;br /&gt;
&lt;br /&gt;
Their lateral position in the world determine the objective position on the command map. An info_objective has been placed for each of the four objectives in the example map. Their vertical position is not important, but for neatness just place them somewhere easily selectable. &lt;br /&gt;
&lt;br /&gt;
== Entity keys ==&lt;br /&gt;
&lt;br /&gt;
=== Bridge info_objective ===&lt;br /&gt;
&lt;br /&gt;
* {{keyname|objective_index}} {{keyvalue|0}} &lt;br /&gt;
: The game uses objective_index to determine which objective this is. First objective is 0, second is 1 ect.&lt;br /&gt;
* {{keyname|mtr_icon}} {{keyvalue|hud/icons/missionsystem/obj_build}} &lt;br /&gt;
: Icon used to represent the current objective.&lt;br /&gt;
* {{keyname|mtr_icon_number}} {{keyvalue|hud/objectives/marker_01}}&lt;br /&gt;
: Objective number to show on the command map. &lt;br /&gt;
* {{keyname|text_objective_gdf}} {{keyvalue|maps/valley/obj01_gdf}} &lt;br /&gt;
: Objective text for GDF.&lt;br /&gt;
* {{keyname|text_objective_strogg}} {{keyvalue|maps/valley/obj01_strogg}} &lt;br /&gt;
: Objective text for Strogg.&lt;br /&gt;
* {{keyname|text_short_objective_gdf}} {{keyvalue|maps/valley/obj01_gdf_short}}&lt;br /&gt;
: Shortened objective text for GDF. &lt;br /&gt;
* {{keyname|text_short_objective_strogg}} {{keyvalue|maps/valley/obj01_strogg_short}} &lt;br /&gt;
: Shortened objective text for Strogg. &lt;br /&gt;
* {{keyname|mtr_objective_gdf}} {{keyvalue|hud/icons/missionsystem/obj_build}} &lt;br /&gt;
: Icon used to represent the objective to the GDF. &lt;br /&gt;
* {{keyname|mtr_objective_gdf_desat}} {{keyvalue|hud/icons/missionsystem/obj_build_desat}}&lt;br /&gt;
: Icon used to represent an inactive objective to the GDF. &lt;br /&gt;
* {{keyname|mtr_objective_world_icon_gdf}} {{keyvalue|hud/icons/missionsystem/obj_build}}&lt;br /&gt;
: World icon used to represent the objective to the GDF.&lt;br /&gt;
&lt;br /&gt;
=== MCP info_objective ===&lt;br /&gt;
&lt;br /&gt;
* {{keyname|objective_index}} {{keyvalue|1}} &lt;br /&gt;
: The game uses objective_index to determine which objective this is. First objective is 0, second is 1 ect.&lt;br /&gt;
* {{keyname|mtr_icon}} {{keyvalue|hud/icons/missionsystem/obj_mcp}} &lt;br /&gt;
: Icon used to represent the current objective.&lt;br /&gt;
* {{keyname|mtr_icon_number}} {{keyvalue|hud/objectives/marker_02}}&lt;br /&gt;
: Objective number to show on the command map. &lt;br /&gt;
* {{keyname|text_objective_gdf}} {{keyvalue|maps/valley/obj02_gdf}} &lt;br /&gt;
: Objective text for GDF.&lt;br /&gt;
* {{keyname|text_objective_strogg}} {{keyvalue|maps/valley/obj02_strogg}} &lt;br /&gt;
: Objective text for Strogg.&lt;br /&gt;
* {{keyname|text_short_objective_gdf}} {{keyvalue|maps/valley/obj02_gdf_short}}&lt;br /&gt;
: Shortened objective text for GDF. &lt;br /&gt;
* {{keyname|text_short_objective_strogg}} {{keyvalue|maps/valley/obj02_strogg_short}} &lt;br /&gt;
: Shortened objective text for Strogg. &lt;br /&gt;
* {{keyname|mtr_objective_gdf}} {{keyvalue|hud/icons/missionsystem/obj_goal}} &lt;br /&gt;
: Icon used to represent the objective to the GDF. &lt;br /&gt;
* {{keyname|mtr_objective_gdf_desat}} {{keyvalue|hud/icons/missionsystem/obj_goal_desat}}&lt;br /&gt;
: Icon used to represent an inactive objective to the GDF. &lt;br /&gt;
* {{keyname|mtr_objective_world_icon_gdf}} {{keyvalue|hud/icons/missionsystem/obj_goal}}&lt;br /&gt;
: World icon used to represent the objective to the GDF.&lt;br /&gt;
&lt;br /&gt;
=== Shield generator info_objective ===&lt;br /&gt;
&lt;br /&gt;
* {{keyname|objective_index}} {{keyvalue|2}} &lt;br /&gt;
: The game uses objective_index to determine which objective this is. First objective is 0, second is 1 ect.&lt;br /&gt;
* {{keyname|mtr_icon}} {{keyvalue|hud/icons/missionsystem/obj_hack}} &lt;br /&gt;
: Icon used to represent the current objective.&lt;br /&gt;
* {{keyname|mtr_icon_number}} {{keyvalue|hud/objectives/marker_03}}&lt;br /&gt;
: Objective number to show on the command map. &lt;br /&gt;
* {{keyname|text_objective_gdf}} {{keyvalue|maps/valley/obj03_gdf}} &lt;br /&gt;
: Objective text for GDF.&lt;br /&gt;
* {{keyname|text_objective_strogg}} {{keyvalue|maps/valley/obj03_strogg}} &lt;br /&gt;
: Objective text for Strogg.&lt;br /&gt;
* {{keyname|text_short_objective_gdf}} {{keyvalue|maps/valley/obj03_gdf_short}}&lt;br /&gt;
: Shortened objective text for GDF. &lt;br /&gt;
* {{keyname|text_short_objective_strogg}} {{keyvalue|maps/valley/obj03_strogg_short}} &lt;br /&gt;
: Shortened objective text for Strogg. &lt;br /&gt;
* {{keyname|mtr_objective_gdf}} {{keyvalue|hud/icons/missionsystem/obj_hack}} &lt;br /&gt;
: Icon used to represent the objective to the GDF. &lt;br /&gt;
* {{keyname|mtr_objective_gdf_desat}} {{keyvalue|hud/icons/missionsystem/obj_hack_desat}}&lt;br /&gt;
: Icon used to represent an inactive objective to the GDF. &lt;br /&gt;
* {{keyname|mtr_objective_world_icon_gdf}} {{keyvalue|hud/icons/missionsystem/obj_hack}}&lt;br /&gt;
: World icon used to represent the objective to the GDF.&lt;br /&gt;
&lt;br /&gt;
=== Destruction info_objective ===&lt;br /&gt;
&lt;br /&gt;
* {{keyname|objective_index}} {{keyvalue|3}} &lt;br /&gt;
: The game uses objective_index to determine which objective this is. First objective is 0, second is 1 ect.&lt;br /&gt;
* {{keyname|mtr_icon}} {{keyvalue|hud/icons/missionsystem/obj_destroy}} &lt;br /&gt;
: Icon used to represent the current objective.&lt;br /&gt;
* {{keyname|mtr_icon_number}} {{keyvalue|hud/objectives/marker_043}}&lt;br /&gt;
: Objective number to show on the command map. &lt;br /&gt;
* {{keyname|text_objective_gdf}} {{keyvalue|maps/valley/obj04_gdf}} &lt;br /&gt;
: Objective text for GDF.&lt;br /&gt;
* {{keyname|text_objective_strogg}} {{keyvalue|maps/valley/obj04_strogg}} &lt;br /&gt;
: Objective text for Strogg.&lt;br /&gt;
* {{keyname|text_short_objective_gdf}} {{keyvalue|maps/valley/obj04_gdf_short}}&lt;br /&gt;
: Shortened objective text for GDF. &lt;br /&gt;
* {{keyname|text_short_objective_strogg}} {{keyvalue|maps/valley/obj04_strogg_short}} &lt;br /&gt;
: Shortened objective text for Strogg. &lt;br /&gt;
* {{keyname|mtr_objective_gdf}} {{keyvalue|hud/icons/missionsystem/obj_destroy}} &lt;br /&gt;
: Icon used to represent the objective to the GDF. &lt;br /&gt;
* {{keyname|mtr_objective_gdf_desat}} {{keyvalue|hud/icons/missionsystem/obj_destroy_desat}}&lt;br /&gt;
: Icon used to represent an inactive objective to the GDF. &lt;br /&gt;
* {{keyname|mtr_objective_world_icon_gdf}} {{keyvalue|hud/icons/missionsystem/obj_destroy}}&lt;br /&gt;
: World icon used to represent the objective to the GDF.&lt;br /&gt;
&lt;br /&gt;
== Common entity keys ==&lt;br /&gt;
These are common entity key pairs across all info_objectives in all ETQW maps.&lt;br /&gt;
* {{keyname|icon_size_cm}} {{keyvalue|24}} &lt;br /&gt;
: Size of objective type icon on command map&lt;br /&gt;
* {{keyname|icon_size_number_cm}} {{keyvalue|24}} &lt;br /&gt;
: Size of objective number icon on command map&lt;br /&gt;
* {{keyname|icon_offset_cm}} {{keyvalue|8 8 0}}&lt;br /&gt;
: Offset of objective type icon on command map&lt;br /&gt;
And since strogg defend this map, they will get defend icons for each info_objective;&lt;br /&gt;
* {{keyname|mtr_objective_strogg}} {{keyvalue|hud/icons/missionsystem/obj_defend}}&lt;br /&gt;
: Icon used to represent the current objective to the Strogg &lt;br /&gt;
* {{keyname|mtr_objective_strogg_desat}} {{keyvalue|hud/icons/missionsystem/obj_defend_desat}}&lt;br /&gt;
: Icon used to represent an inactive objective to the Strogg &lt;br /&gt;
* {{keyname|mtr_objective_world_icon_strogg}} {{keyvalue|hud/icons/missionsystem/obj_defend}}&lt;br /&gt;
: World icon used to represent the current objective to the Strogg.&lt;br /&gt;
&lt;br /&gt;
== Worldspawn keys ==&lt;br /&gt;
&lt;br /&gt;
The info_objective entities require the following worldspawn keys;&lt;br /&gt;
&lt;br /&gt;
* {{keyname|&amp;quot;script_obj1_marker&amp;quot;}} {{keyvalue|info_objective_1}}.&lt;br /&gt;
* {{keyname|&amp;quot;script_obj2_marker&amp;quot;}} {{keyvalue|info_objective_2}}.&lt;br /&gt;
* {{keyname|&amp;quot;script_obj3_marker&amp;quot;}} {{keyvalue|info_objective_3}}.&lt;br /&gt;
* {{keyname|&amp;quot;script_obj4_marker&amp;quot;}} {{keyvalue|info_objective_4}}.&lt;/div&gt;</summary>
		<author><name>DavidE</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Info_Objectives&amp;diff=3682</id>
		<title>Info Objectives</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Info_Objectives&amp;diff=3682"/>
		<updated>2007-11-23T14:04:25Z</updated>

		<summary type="html">&lt;p&gt;DavidE: /* Entity keys */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{first etqwmap toc}}&lt;br /&gt;
Info_objective entities provide objective information to the player such as; &lt;br /&gt;
&lt;br /&gt;
* The objective description the player will see in the limbo menu and in game.&lt;br /&gt;
* The icon to display in the world &lt;br /&gt;
* The icon and objective number on the command map&lt;br /&gt;
&lt;br /&gt;
Their lateral position in the world determine the objective position on the command map. An info_objective has been placed for each of the four objectives in the example map. Their vertical position is not important, but for neatness just place them somewhere easily selectable. &lt;br /&gt;
&lt;br /&gt;
== Entity keys ==&lt;br /&gt;
&lt;br /&gt;
=== Bridge info_objective ===&lt;br /&gt;
&lt;br /&gt;
* {{keyname|objective_index}} {{keyvalue|0}} &lt;br /&gt;
: The game uses objective_index to determine which objective this is. First objective is 0, second is 1 ect.&lt;br /&gt;
* {{keyname|mtr_icon}} {{keyvalue|hud/icons/missionsystem/obj_build}} &lt;br /&gt;
: Icon used to represent the current objective.&lt;br /&gt;
* {{keyname|mtr_icon_number}} {{keyvalue|hud/objectives/marker_01}}&lt;br /&gt;
: Objective number to show on the command map. &lt;br /&gt;
* {{keyname|text_objective_gdf}} {{keyvalue|maps/valley/obj01_gdf}} &lt;br /&gt;
: Objective text for GDF.&lt;br /&gt;
* {{keyname|text_objective_strogg}} {{keyvalue|maps/valley/obj01_strogg}} &lt;br /&gt;
: Objective text for Strogg.&lt;br /&gt;
* {{keyname|text_short_objective_gdf}} {{keyvalue|maps/valley/obj01_gdf_short}}&lt;br /&gt;
: Shortened objective text for GDF. &lt;br /&gt;
* {{keyname|text_short_objective_strogg}} {{keyvalue|maps/valley/obj01_strogg_short}} &lt;br /&gt;
: Shortened objective text for Strogg. &lt;br /&gt;
* {{keyname|mtr_objective_gdf}} {{keyvalue|hud/icons/missionsystem/obj_build}} &lt;br /&gt;
: Icon used to represent the objective to the GDF. &lt;br /&gt;
* {{keyname|mtr_objective_gdf_desat}} {{keyvalue|hud/icons/missionsystem/obj_build_desat}}&lt;br /&gt;
: Icon used to represent an inactive objective to the GDF. &lt;br /&gt;
* {{keyname|mtr_objective_world_icon_gdf}} {{keyvalue|hud/icons/missionsystem/obj_build}}&lt;br /&gt;
: World icon used to represent the objective to the GDF.&lt;br /&gt;
&lt;br /&gt;
=== MCP info_objective ===&lt;br /&gt;
&lt;br /&gt;
* {{keyname|objective_index}} {{keyvalue|1}} &lt;br /&gt;
: The game uses objective_index to determine which objective this is. First objective is 0, second is 1 ect.&lt;br /&gt;
* {{keyname|mtr_icon}} {{keyvalue|hud/icons/missionsystem/obj_mcp}} &lt;br /&gt;
: Icon used to represent the current objective.&lt;br /&gt;
* {{keyname|mtr_icon_number}} {{keyvalue|hud/objectives/marker_02}}&lt;br /&gt;
: Objective number to show on the command map. &lt;br /&gt;
* {{keyname|text_objective_gdf}} {{keyvalue|maps/valley/obj02_gdf}} &lt;br /&gt;
: Objective text for GDF.&lt;br /&gt;
* {{keyname|text_objective_strogg}} {{keyvalue|maps/valley/obj02_strogg}} &lt;br /&gt;
: Objective text for Strogg.&lt;br /&gt;
* {{keyname|text_short_objective_gdf}} {{keyvalue|maps/valley/obj02_gdf_short}}&lt;br /&gt;
: Shortened objective text for GDF. &lt;br /&gt;
* {{keyname|text_short_objective_strogg}} {{keyvalue|maps/valley/obj02_strogg_short}} &lt;br /&gt;
: Shortened objective text for Strogg. &lt;br /&gt;
* {{keyname|mtr_objective_gdf}} {{keyvalue|hud/icons/missionsystem/obj_goal}} &lt;br /&gt;
: Icon used to represent the objective to the GDF. &lt;br /&gt;
* {{keyname|mtr_objective_gdf_desat}} {{keyvalue|hud/icons/missionsystem/obj_goal_desat}}&lt;br /&gt;
: Icon used to represent an inactive objective to the GDF. &lt;br /&gt;
* {{keyname|mtr_objective_world_icon_gdf}} {{keyvalue|hud/icons/missionsystem/obj_goal}}&lt;br /&gt;
: World icon used to represent the objective to the GDF.&lt;br /&gt;
&lt;br /&gt;
=== Shield generator info_objective ===&lt;br /&gt;
&lt;br /&gt;
* {{keyname|objective_index}} {{keyvalue|2}} &lt;br /&gt;
: The game uses objective_index to determine which objective this is. First objective is 0, second is 1 ect.&lt;br /&gt;
* {{keyname|mtr_icon}} {{keyvalue|hud/icons/missionsystem/obj_hack}} &lt;br /&gt;
: Icon used to represent the current objective.&lt;br /&gt;
* {{keyname|mtr_icon_number}} {{keyvalue|hud/objectives/marker_03}}&lt;br /&gt;
: Objective number to show on the command map. &lt;br /&gt;
* {{keyname|text_objective_gdf}} {{keyvalue|maps/valley/obj03_gdf}} &lt;br /&gt;
: Objective text for GDF.&lt;br /&gt;
* {{keyname|text_objective_strogg}} {{keyvalue|maps/valley/obj03_strogg}} &lt;br /&gt;
: Objective text for Strogg.&lt;br /&gt;
* {{keyname|text_short_objective_gdf}} {{keyvalue|maps/valley/obj03_gdf_short}}&lt;br /&gt;
: Shortened objective text for GDF. &lt;br /&gt;
* {{keyname|text_short_objective_strogg}} {{keyvalue|maps/valley/obj03_strogg_short}} &lt;br /&gt;
: Shortened objective text for Strogg. &lt;br /&gt;
* {{keyname|mtr_objective_gdf}} {{keyvalue|hud/icons/missionsystem/obj_hack}} &lt;br /&gt;
: Icon used to represent the objective to the GDF. &lt;br /&gt;
* {{keyname|mtr_objective_gdf_desat}} {{keyvalue|hud/icons/missionsystem/obj_hack_desat}}&lt;br /&gt;
: Icon used to represent an inactive objective to the GDF. &lt;br /&gt;
* {{keyname|mtr_objective_world_icon_gdf}} {{keyvalue|hud/icons/missionsystem/obj_hack}}&lt;br /&gt;
: World icon used to represent the objective to the GDF.&lt;br /&gt;
&lt;br /&gt;
=== Destruction info_objective ===&lt;br /&gt;
&lt;br /&gt;
* {{keyname|objective_index}} {{keyvalue|3}} &lt;br /&gt;
: The game uses objective_index to determine which objective this is. First objective is 0, second is 1 ect.&lt;br /&gt;
* {{keyname|mtr_icon}} {{keyvalue|hud/icons/missionsystem/obj_destroy}} &lt;br /&gt;
: Icon used to represent the current objective.&lt;br /&gt;
* {{keyname|mtr_icon_number}} {{keyvalue|hud/objectives/marker_043}}&lt;br /&gt;
: Objective number to show on the command map. &lt;br /&gt;
* {{keyname|text_objective_gdf}} {{keyvalue|maps/valley/obj04_gdf}} &lt;br /&gt;
: Objective text for GDF.&lt;br /&gt;
* {{keyname|text_objective_strogg}} {{keyvalue|maps/valley/obj04_strogg}} &lt;br /&gt;
: Objective text for Strogg.&lt;br /&gt;
* {{keyname|text_short_objective_gdf}} {{keyvalue|maps/valley/obj04_gdf_short}}&lt;br /&gt;
: Shortened objective text for GDF. &lt;br /&gt;
* {{keyname|text_short_objective_strogg}} {{keyvalue|maps/valley/obj04_strogg_short}} &lt;br /&gt;
: Shortened objective text for Strogg. &lt;br /&gt;
* {{keyname|mtr_objective_gdf}} {{keyvalue|hud/icons/missionsystem/obj_destroy}} &lt;br /&gt;
: Icon used to represent the objective to the GDF. &lt;br /&gt;
* {{keyname|mtr_objective_gdf_desat}} {{keyvalue|hud/icons/missionsystem/obj_destroy_desat}}&lt;br /&gt;
: Icon used to represent an inactive objective to the GDF. &lt;br /&gt;
* {{keyname|mtr_objective_world_icon_gdf}} {{keyvalue|hud/icons/missionsystem/obj_destroy}}&lt;br /&gt;
: World icon used to represent the objective to the GDF.&lt;br /&gt;
&lt;br /&gt;
== Common entity keys ==&lt;br /&gt;
These are common entity key pairs across all info_objectives in all ETQW maps.&lt;br /&gt;
* {{keyname|icon_size_cm}} {{keyvalue|24}} &lt;br /&gt;
: Size of objective type icon on command map&lt;br /&gt;
* {{keyname|icon_size_number_cm}} {{keyvalue|24}} &lt;br /&gt;
: Size of objective number icon on command map&lt;br /&gt;
* {{keyname|icon_offset_cm}} {{keyvalue|8 8 0}}&lt;br /&gt;
: Offset of objective type icon on command map&lt;br /&gt;
And since strogg defend this map, they will get defend icons for each info_objective;&lt;br /&gt;
* {{keyname|mtr_objective_strogg}} {{keyvalue|hud/icons/missionsystem/obj_defend}}&lt;br /&gt;
: Icon used to represent the current objective to the Strogg &lt;br /&gt;
* {{keyname|mtr_objective_strogg_desat}} {{keyvalue|hud/icons/missionsystem/obj_defend_desat}}&lt;br /&gt;
: Icon used to represent an inactive objective to the Strogg &lt;br /&gt;
* {{keyname|mtr_objective_world_icon_strogg}} {{keyvalue|hud/icons/missionsystem/obj_defend}}&lt;br /&gt;
: World icon used to represent the current objective to the Strogg.&lt;/div&gt;</summary>
		<author><name>DavidE</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Levelshot&amp;diff=3603</id>
		<title>Levelshot</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Levelshot&amp;diff=3603"/>
		<updated>2007-11-22T19:15:45Z</updated>

		<summary type="html">&lt;p&gt;DavidE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{first etqwmap toc}}&lt;br /&gt;
The map image used on the loading screen. Typically a 256x256 pixel image using a normal aspect ratio image as the source.&lt;/div&gt;</summary>
		<author><name>DavidE</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Levelshot&amp;diff=3602</id>
		<title>Levelshot</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Levelshot&amp;diff=3602"/>
		<updated>2007-11-22T19:14:49Z</updated>

		<summary type="html">&lt;p&gt;DavidE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Simple the image used on the loading screen. Typically 256x256 pixels (squashed image) using a normal aspect ratio image as the source.&lt;/div&gt;</summary>
		<author><name>DavidE</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Creating_a_command_map&amp;diff=3601</id>
		<title>Creating a command map</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Creating_a_command_map&amp;diff=3601"/>
		<updated>2007-11-22T19:13:27Z</updated>

		<summary type="html">&lt;p&gt;DavidE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{first etqwmap toc}}&lt;br /&gt;
Command maps are created by using the [[mapshots|mapshot]] command from the game. Check the [[mapshots]] page for more information.&lt;br /&gt;
Once you are happy with your command maps they are specified in the [[playzones#playzone_commandmap|playzone_commandmap]] entity. By default a mapshot will create an image of the full 40960 unit bounds of the map. This is the image to be used by the oob command map. Since the playable area is 32768 units we only want to keep the inside 80% of the image for the regular command map. Within Photoshop the canvas size command (Image &amp;gt; Canvas Size) is used to crop the image. Be sure to set the anchor to the middle of the image and make the new size 80 percent. There is also a .psd in the commandmaps folder, in the sdk to be used to make the oob commandmap. Copy your mapshot result into the layer above &amp;quot;for_Slipgate&amp;quot; and save your oob command map.&lt;/div&gt;</summary>
		<author><name>DavidE</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Creating_a_command_map&amp;diff=3600</id>
		<title>Creating a command map</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Creating_a_command_map&amp;diff=3600"/>
		<updated>2007-11-22T19:12:46Z</updated>

		<summary type="html">&lt;p&gt;DavidE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Command maps are created by using the [[mapshots|mapshot]] command from the game. Check the [[mapshots]] page for more information.&lt;br /&gt;
Once you are happy with your command maps they are specified in the [[playzones#playzone_commandmap|playzone_commandmap]] entity. By default a mapshot will create an image of the full 40960 unit bounds of the map. This is the image to be used by the oob command map. Since the playable area is 32768 units we only want to keep the inside 80% of the image for the regular command map. Within Photoshop the canvas size command (Image &amp;gt; Canvas Size) is used to crop the image. Be sure to set the anchor to the middle of the image and make the new size 80 percent. There is also a .psd in the commandmaps folder, in the sdk to be used to make the oob commandmap. Copy your mapshot result into the layer above &amp;quot;for_Slipgate&amp;quot; and save your oob command map.&lt;/div&gt;</summary>
		<author><name>DavidE</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Creating_a_command_map&amp;diff=3599</id>
		<title>Creating a command map</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Creating_a_command_map&amp;diff=3599"/>
		<updated>2007-11-22T19:08:05Z</updated>

		<summary type="html">&lt;p&gt;DavidE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Command maps are created by using the [[mapshots|mapshot]] command from the game. Check the [[mapshots]] page for more information.&lt;br /&gt;
Once you are happy with your command maps they are specified in the [[playzones#playzone_commandmap|playzone_commandmap]] entity. By default a mapshot will create an image of the full 40960 unit bounds of the map. This is the image to be used by the oob command map. Since the playable area is 32768 we only want to keep the inside 80% of the image for the regular command map.&lt;/div&gt;</summary>
		<author><name>DavidE</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Creating_a_command_map&amp;diff=3598</id>
		<title>Creating a command map</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Creating_a_command_map&amp;diff=3598"/>
		<updated>2007-11-22T18:59:49Z</updated>

		<summary type="html">&lt;p&gt;DavidE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Command maps are created by using the [[mapshot|mapshots]] command from the game. Check the [[mapshots]] page for more information.&lt;br /&gt;
Once you are happy with your command maps it is specified in the [[playzone_commandmap|playzones#playzone_commandmap]] entity.&lt;/div&gt;</summary>
		<author><name>DavidE</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Masks&amp;diff=3597</id>
		<title>Masks</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Masks&amp;diff=3597"/>
		<updated>2007-11-22T18:56:12Z</updated>

		<summary type="html">&lt;p&gt;DavidE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{first etqwmap toc}}&lt;br /&gt;
There are four different types of masks used in ETQW maps;&lt;br /&gt;
&lt;br /&gt;
* The deploy mask - Mask to used to specify where deployables may be deployed.&lt;br /&gt;
* The MCP deploy mask - Mask to used to specify where the MCP can be deployed.&lt;br /&gt;
* The MCP Route mask - Mask to used to specify where the MCP may be driven before it is deemed off course.&lt;br /&gt;
* The Playable area mask - Mask where the player may travel.&lt;br /&gt;
&lt;br /&gt;
They are all 128x128 pixel images, usually saved in the masks/mapname folder. The example map has all white masks so you can deploy and drive the mcp anywhere. Obviously this isn't ideal for a final map, so the white areas are usually built up using the [[mask editor]].&lt;br /&gt;
The paths to the masks are specified on the [[playzones|playzone]].&lt;/div&gt;</summary>
		<author><name>DavidE</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Masks&amp;diff=3596</id>
		<title>Masks</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Masks&amp;diff=3596"/>
		<updated>2007-11-22T18:56:00Z</updated>

		<summary type="html">&lt;p&gt;DavidE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{first etqwmap toc}}&lt;br /&gt;
There are four different types of masks used in ETQW maps;&lt;br /&gt;
&lt;br /&gt;
    * The deploy mask - Mask to used to specify where deployables may be deployed.&lt;br /&gt;
    * The MCP deploy mask - Mask to used to specify where the MCP can be deployed.&lt;br /&gt;
    * The MCP Route mask - Mask to used to specify where the MCP may be driven before it is deemed off course.&lt;br /&gt;
    * The Playable area mask - Mask where the player may travel.&lt;br /&gt;
&lt;br /&gt;
They are all 128x128 pixel images, usually saved in the masks/mapname folder. The example map has all white masks so you can deploy and drive the mcp anywhere. Obviously this isn't ideal for a final map, so the white areas are usually built up using the [[mask editor]].&lt;br /&gt;
The paths to the masks are specified on the [[playzones|playzone]].&lt;/div&gt;</summary>
		<author><name>DavidE</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Masks&amp;diff=3595</id>
		<title>Masks</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Masks&amp;diff=3595"/>
		<updated>2007-11-22T18:44:03Z</updated>

		<summary type="html">&lt;p&gt;DavidE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{first etqwmap toc}}&lt;br /&gt;
There are four different types of masks used in ETQW maps.&lt;/div&gt;</summary>
		<author><name>DavidE</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Masks&amp;diff=3594</id>
		<title>Masks</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Masks&amp;diff=3594"/>
		<updated>2007-11-22T18:40:04Z</updated>

		<summary type="html">&lt;p&gt;DavidE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are four different types of masks used in ETQW maps.&lt;/div&gt;</summary>
		<author><name>DavidE</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Playzones&amp;diff=3593</id>
		<title>Playzones</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Playzones&amp;diff=3593"/>
		<updated>2007-11-22T18:33:21Z</updated>

		<summary type="html">&lt;p&gt;DavidE: /* playzone_deploy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{first etqwmap toc}}&lt;br /&gt;
Many aspects of the game (such as deploying and traveling before being warned of leaving the battlefield) take place in the main gameplay area of the map, a 32768 unit square. However, a typical ETQW map is larger due to an out of bounds area (oob), so actual bounds of a map are a 40960 unit square. Playzone brushes are used to specify the main gameplay bounds of a map. It is on these brushes that a [[masks|mask]] is specified. It is the [[masks]] themselves which control where aspects of the game may take place.&lt;br /&gt;
&lt;br /&gt;
In the example map there are the following playzone entities;&lt;br /&gt;
&lt;br /&gt;
== playzone_commandmap ==&lt;br /&gt;
&lt;br /&gt;
There are two playzone_commandmap entities used. One for the main gameplay area, and one for the oob. They are used to specify a command map based on the players position. This is so that when the player enters the oob, their command map can change to one with a red border. The oob playzone covers the whole 40960 bounds of the map, whereas the regular playzone is 32768 units. Since the player is often under both playzone_commandmap brushes, the oob playzone_commandmap has a lower priority. &lt;br /&gt;
&lt;br /&gt;
=== Entity keys ===&lt;br /&gt;
&lt;br /&gt;
* {{keyname|mtr_commandmap}} {{keyvalue|commandmaps/etqwmap}}&lt;br /&gt;
: Material name of the command map to use when the player is under this playzone.  &lt;br /&gt;
* {{keyname|priority}} {{keyvalue|0}}&lt;br /&gt;
: If the player is under multiple playzones, the playzone with highest priority is used. &lt;br /&gt;
 &lt;br /&gt;
== playzone_deploy ==&lt;br /&gt;
&lt;br /&gt;
Used to specify where the following three masks should be taken into account;&lt;br /&gt;
* Deploy mask (dm_default)&lt;br /&gt;
* MCP Deploy mask (dm_mcp)&lt;br /&gt;
* MCP Route mask (dm_mcp_route)&lt;br /&gt;
&lt;br /&gt;
=== Entity keys ===&lt;br /&gt;
&lt;br /&gt;
* {{keyname|dm_default}} {{keyvalue|masks/etqwmap/default}}&lt;br /&gt;
: Mask to used to specify where deployables may be deployed.  &lt;br /&gt;
* {{keyname|dm_mcp}} {{keyvalue|masks/etqwmap/mcp}}&lt;br /&gt;
: Mask to used to specify where the MCP can be deployed. &lt;br /&gt;
* {{keyname|dm_mcp_route}} {{keyvalue|masks/etqwmap/mcp_route}}&lt;br /&gt;
: Mask to used to specify where the MCP may be driven before it is deemed off course.&lt;br /&gt;
&lt;br /&gt;
== playzone_path_and_heightmap ==&lt;br /&gt;
&lt;br /&gt;
Used to generate heightmap data used by the magog sky crane, precipitation system and some other things.&lt;br /&gt;
&lt;br /&gt;
=== Entity keys ===&lt;br /&gt;
&lt;br /&gt;
* {{keyname|hm_default}} {{keyvalue|masks/etqwmap/default}}&lt;br /&gt;
: Where to write the heightmap image.   &lt;br /&gt;
&lt;br /&gt;
== playzone_play ==&lt;br /&gt;
&lt;br /&gt;
Used to specify the mask where players may travel around the map&lt;br /&gt;
   &lt;br /&gt;
=== Entity keys ===&lt;br /&gt;
&lt;br /&gt;
* {{keyname|dm_playzone}} {{keyvalue|masks/etqwmap/playzone}}&lt;br /&gt;
: Mask where the player may travel.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Portal Basics]]&lt;br /&gt;
* [[Entity playzone_commandmap|playzone_commandmap]]&lt;br /&gt;
* [[Entity playzone_deploy|playzone_deploy]]&lt;br /&gt;
* [[Entity playzone_marker|playzone_marker]]&lt;br /&gt;
* [[Entity playzone_path_and_heightmap|playzone_path_and_heightmap]]&lt;br /&gt;
* [[Entity playzone_play|playzone_play]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Advanced Level Design]]&lt;/div&gt;</summary>
		<author><name>DavidE</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Playzones&amp;diff=3592</id>
		<title>Playzones</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Playzones&amp;diff=3592"/>
		<updated>2007-11-22T18:20:27Z</updated>

		<summary type="html">&lt;p&gt;DavidE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{first etqwmap toc}}&lt;br /&gt;
Many aspects of the game (such as deploying and traveling before being warned of leaving the battlefield) take place in the main gameplay area of the map, a 32768 unit square. However, a typical ETQW map is larger due to an out of bounds area (oob), so actual bounds of a map are a 40960 unit square. Playzone brushes are used to specify the main gameplay bounds of a map. It is on these brushes that a [[masks|mask]] is specified. It is the [[masks]] themselves which control where aspects of the game may take place.&lt;br /&gt;
&lt;br /&gt;
In the example map there are the following playzone entities;&lt;br /&gt;
&lt;br /&gt;
== playzone_commandmap ==&lt;br /&gt;
&lt;br /&gt;
There are two playzone_commandmap entities used. One for the main gameplay area, and one for the oob. They are used to specify a command map based on the players position. This is so that when the player enters the oob, their command map can change to one with a red border. The oob playzone covers the whole 40960 bounds of the map, whereas the regular playzone is 32768 units. Since the player is often under both playzone_commandmap brushes, the oob playzone_commandmap has a lower priority. &lt;br /&gt;
&lt;br /&gt;
=== Entity keys ===&lt;br /&gt;
&lt;br /&gt;
* {{keyname|mtr_commandmap}} {{keyvalue|commandmaps/etqwmap}}&lt;br /&gt;
: Material name of the command map to use when the player is under this playzone.  &lt;br /&gt;
* {{keyname|priority}} {{keyvalue|0}}&lt;br /&gt;
: If the player is under multiple playzones, the playzone with highest priority is used. &lt;br /&gt;
 &lt;br /&gt;
== playzone_deploy ==&lt;br /&gt;
&lt;br /&gt;
Used to specify where the following three masks should be taken into account;&lt;br /&gt;
* Deploy mask&lt;br /&gt;
* MCP Deploy mask&lt;br /&gt;
* MCP Route mask&lt;br /&gt;
&lt;br /&gt;
=== Entity keys ===&lt;br /&gt;
&lt;br /&gt;
* {{keyname|dm_default}} {{keyvalue|masks/etqwmap/default}}&lt;br /&gt;
: Mask to used to specify where deployables may be deployed.  &lt;br /&gt;
* {{keyname|dm_mcp}} {{keyvalue|masks/etqwmap/mcp}}&lt;br /&gt;
: Mask to used to specify where the MCP can be deployed. &lt;br /&gt;
* {{keyname|dm_mcp_route}} {{keyvalue|masks/etqwmap/mcp_route}}&lt;br /&gt;
: Mask to used to specify where the MCP may be driven before it is deemed off course.&lt;br /&gt;
&lt;br /&gt;
== playzone_path_and_heightmap ==&lt;br /&gt;
&lt;br /&gt;
Used to generate heightmap data used by the magog sky crane, precipitation system and some other things.&lt;br /&gt;
&lt;br /&gt;
=== Entity keys ===&lt;br /&gt;
&lt;br /&gt;
* {{keyname|hm_default}} {{keyvalue|masks/etqwmap/default}}&lt;br /&gt;
: Where to write the heightmap image.   &lt;br /&gt;
&lt;br /&gt;
== playzone_play ==&lt;br /&gt;
&lt;br /&gt;
Used to specify the mask where players may travel around the map&lt;br /&gt;
   &lt;br /&gt;
=== Entity keys ===&lt;br /&gt;
&lt;br /&gt;
* {{keyname|dm_playzone}} {{keyvalue|masks/etqwmap/playzone}}&lt;br /&gt;
: Mask where the player may travel.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Portal Basics]]&lt;br /&gt;
* [[Entity playzone_commandmap|playzone_commandmap]]&lt;br /&gt;
* [[Entity playzone_deploy|playzone_deploy]]&lt;br /&gt;
* [[Entity playzone_marker|playzone_marker]]&lt;br /&gt;
* [[Entity playzone_path_and_heightmap|playzone_path_and_heightmap]]&lt;br /&gt;
* [[Entity playzone_play|playzone_play]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Advanced Level Design]]&lt;/div&gt;</summary>
		<author><name>DavidE</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Playzones&amp;diff=3589</id>
		<title>Playzones</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Playzones&amp;diff=3589"/>
		<updated>2007-11-22T18:07:37Z</updated>

		<summary type="html">&lt;p&gt;DavidE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{first etqwmap toc}}&lt;br /&gt;
Many aspects of the game (such as deploying and traveling before being warned of leaving the battlefield) take place in the main gameplay area of the map, a 32768 unit square. However, a typical ETQW map is larger due to an out of bounds area (oob), so actual bounds of a map are a 40960 unit square. Playzone brushes are used to specify the main gameplay bounds of a map. It is on these brushes that a [[masks|mask]] is specified. It is the [[masks]] themselves which control where aspects of the game may take place.&lt;br /&gt;
&lt;br /&gt;
In the example map there are the following playzone entities;&lt;br /&gt;
&lt;br /&gt;
== playzone_commandmap ==&lt;br /&gt;
&lt;br /&gt;
There are two playzone_commandmap entities used. One for the main gameplay area, and one for the oob. They are used to specify a command map based on the players position. This is so that when the player enters the oob, their command map can change to one with a red border. The oob playzone covers the whole 40960 bounds of the map, whereas the regular playzone is 32768 units. Since the player is often under both playzone_commandmap brushes, the oob playzone_commandmap has a lower priority. &lt;br /&gt;
&lt;br /&gt;
=== Entity keys ===&lt;br /&gt;
&lt;br /&gt;
* {{keyname|mtr_commandmap}} {{keyvalue|commandmaps/etqwmap}}&lt;br /&gt;
: Material name of the command map to use when the player is under this playzone.  &lt;br /&gt;
* {{keyname|priority}} {{keyvalue|0}}&lt;br /&gt;
: If the player is under multiple playzones, the playzone with highest priority is used. &lt;br /&gt;
 &lt;br /&gt;
== playzone_deploy ==&lt;br /&gt;
&lt;br /&gt;
Used to specify where the following three masks should be taken into account;&lt;br /&gt;
* Deploy mask&lt;br /&gt;
* MCP Deploy mask&lt;br /&gt;
* MCP Route mask&lt;br /&gt;
&lt;br /&gt;
=== Entity keys ===&lt;br /&gt;
&lt;br /&gt;
* {{keyname|dm_default}} {{keyvalue|masks/etqwmap/default}}&lt;br /&gt;
: Mask to used to specify where deployables may be deployed.  &lt;br /&gt;
* {{keyname|dm_mcp}} {{keyvalue|masks/etqwmap/mcp}}&lt;br /&gt;
: Mask to used to specify where the MCP can be deployed. &lt;br /&gt;
* {{keyname|dm_mcp_route}} {{keyvalue|masks/etqwmap/mcp_route}}&lt;br /&gt;
: Mask to used to specify where the MCP may be driven before it is deemed off course.&lt;br /&gt;
&lt;br /&gt;
== playzone_path_and_heightmap ==&lt;br /&gt;
&lt;br /&gt;
Used to generate heightmap data used by the magog sky crane, precipitation system and some other things.&lt;br /&gt;
&lt;br /&gt;
* {{keyname|hm_default}} {{keyvalue|masks/etqwmap/default}}&lt;br /&gt;
: Heightmap image.  &lt;br /&gt;
&lt;br /&gt;
=== Entity keys ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== playzone_play ==&lt;br /&gt;
   &lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Portal Basics]]&lt;br /&gt;
* [[Entity playzone_commandmap|playzone_commandmap]]&lt;br /&gt;
* [[Entity playzone_deploy|playzone_deploy]]&lt;br /&gt;
* [[Entity playzone_marker|playzone_marker]]&lt;br /&gt;
* [[Entity playzone_path_and_heightmap|playzone_path_and_heightmap]]&lt;br /&gt;
* [[Entity playzone_play|playzone_play]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Advanced Level Design]]&lt;/div&gt;</summary>
		<author><name>DavidE</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Playzones&amp;diff=3587</id>
		<title>Playzones</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Playzones&amp;diff=3587"/>
		<updated>2007-11-22T17:46:19Z</updated>

		<summary type="html">&lt;p&gt;DavidE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{first etqwmap toc}}&lt;br /&gt;
Many aspects of the game (such as deploying and traveling before being warned of leaving the battlefield) take place in the main gameplay area of the map, a 32768 unit square. However, a typical ETQW map is larger due to an out of bounds area (oob), so actual bounds of a map are a 40960 unit square. Playzone brushes are used to specify the main gameplay bounds of a map. It is on these brushes that a [[masks|mask]] is specified. It is the [[masks]] themselves which control where aspects of the game may take place.&lt;br /&gt;
&lt;br /&gt;
In the example map there are the following playzone entities;&lt;br /&gt;
&lt;br /&gt;
== playzone_commandmap ==&lt;br /&gt;
&lt;br /&gt;
There are two playzone_commandmap entities used. One for the main gameplay area, and one for the oob. They are used to specify a command map based on the players position. This is so that when the player enters the oob, their command map can change to one with a red border. The oob playzone covers the whole 40960 bounds of the map, whereas the regular playzone is 32768 units. Since the player is often under both playzone_commandmap brushes, the oob playzone_commandmap has a lower priority. &lt;br /&gt;
&lt;br /&gt;
=== Entity keys ===&lt;br /&gt;
&lt;br /&gt;
* {{keyname|mtr_commandmap}} {{keyvalue|commandmaps/etqwmap}}&lt;br /&gt;
: Material name of the command map to use when the player is under this playzone.  &lt;br /&gt;
* {{keyname|priority}} {{keyvalue|0}}&lt;br /&gt;
: If the player is under multiple playzones, the playzone with highest priority is used. &lt;br /&gt;
 &lt;br /&gt;
== playzone_deploy ==&lt;br /&gt;
&lt;br /&gt;
Used to specify where the following three masks should be taken into account;&lt;br /&gt;
* Deploy mask&lt;br /&gt;
* MCP Deploy mask&lt;br /&gt;
* MCP Route mask&lt;br /&gt;
&lt;br /&gt;
=== Entity keys ===&lt;br /&gt;
&lt;br /&gt;
* {{keyname|dm_default}} {{keyvalue|masks/etqwmap/default}}&lt;br /&gt;
: Mask to used to specify where deployables may be deployed.  &lt;br /&gt;
* {{keyname|dm_mcp}} {{keyvalue|masks/etqwmap/default}}&lt;br /&gt;
: Mask to used to specify where the MCP can be deployed. &lt;br /&gt;
* {{keyname|dm_mcp_route}} {{keyvalue|masks/etqwmap/default}}&lt;br /&gt;
: Mask to used to specify where the MCP may be driven before it is deemed off course.&lt;br /&gt;
&lt;br /&gt;
== playzone_path_and_heightmap ==&lt;br /&gt;
&lt;br /&gt;
== playzone_play ==&lt;br /&gt;
   &lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Portal Basics]]&lt;br /&gt;
* [[Entity playzone_commandmap|playzone_commandmap]]&lt;br /&gt;
* [[Entity playzone_deploy|playzone_deploy]]&lt;br /&gt;
* [[Entity playzone_marker|playzone_marker]]&lt;br /&gt;
* [[Entity playzone_path_and_heightmap|playzone_path_and_heightmap]]&lt;br /&gt;
* [[Entity playzone_play|playzone_play]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Advanced Level Design]]&lt;/div&gt;</summary>
		<author><name>DavidE</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Playzones&amp;diff=3586</id>
		<title>Playzones</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Playzones&amp;diff=3586"/>
		<updated>2007-11-22T17:37:56Z</updated>

		<summary type="html">&lt;p&gt;DavidE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{first etqwmap toc}}&lt;br /&gt;
Many aspects of the game (such as deploying and traveling before being warned of leaving the battlefield) take place in the main gameplay area of the map, a 32768 unit square. However, a typical ETQW map is larger due to an out of bounds area (oob), so actual bounds of a map are a 40960 unit square. Playzone brushes are used to specify the main gameplay bounds of a map. It is on these brushes that a [[masks|mask]] is specified. It is the [[masks]] themselves which control where aspects of the game may take place.&lt;br /&gt;
&lt;br /&gt;
In the example map there are the following playzone entities;&lt;br /&gt;
&lt;br /&gt;
== playzone_commandmap ==&lt;br /&gt;
&lt;br /&gt;
There are two playzone_commandmap entities used. One for the main gameplay area, and one for the oob. They are used to specify a command map based on the players position. This is so that when the player enters the oob, their command map can change to one with a red border. The oob playzone covers the whole 40960 bounds of the map, whereas the regular playzone is 32768 units. Since the player is often under both playzone_commandmap brushes, the oob playzone_commandmap has a lower priority. &lt;br /&gt;
&lt;br /&gt;
=== Entity keys ===&lt;br /&gt;
&lt;br /&gt;
* {{keyname|mtr_commandmap}} {{keyvalue|commandmaps/etqwmap}}&lt;br /&gt;
: Material name of the command map to use when the player is under this playzone.  &lt;br /&gt;
* {{keyname|priority}} {{keyvalue|0}}&lt;br /&gt;
: If the player is under multiple playzones, the playzone with highest priority is used. &lt;br /&gt;
 &lt;br /&gt;
== playzone_deploy ==&lt;br /&gt;
&lt;br /&gt;
== playzone_marker ==&lt;br /&gt;
&lt;br /&gt;
== playzone_path_and_heightmap ==&lt;br /&gt;
&lt;br /&gt;
== playzone_play ==&lt;br /&gt;
   &lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Portal Basics]]&lt;br /&gt;
* [[Entity playzone_commandmap|playzone_commandmap]]&lt;br /&gt;
* [[Entity playzone_deploy|playzone_deploy]]&lt;br /&gt;
* [[Entity playzone_marker|playzone_marker]]&lt;br /&gt;
* [[Entity playzone_path_and_heightmap|playzone_path_and_heightmap]]&lt;br /&gt;
* [[Entity playzone_play|playzone_play]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Advanced Level Design]]&lt;/div&gt;</summary>
		<author><name>DavidE</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Playzones&amp;diff=3585</id>
		<title>Playzones</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Playzones&amp;diff=3585"/>
		<updated>2007-11-22T17:11:09Z</updated>

		<summary type="html">&lt;p&gt;DavidE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{first etqwmap toc}}&lt;br /&gt;
Many aspects of the game (such as deploying and traveling before being warned of leaving the battlefield) take place in the main gameplay area of the map, a 32768 unit square. However, a typical ETQW map is larger due to an out of bounds area, so actual bounds of a map are a 40960 unit square. Playzone brushes are used to specify the main gameplay bounds of a map. It is on these brushes that a [[masks|mask]] is specified. It is the [[masks]] themselves which control where aspects of the game may take place.   &lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Portal Basics]]&lt;br /&gt;
* [[Entity playzone_commandmap|playzone_commandmap]]&lt;br /&gt;
* [[Entity playzone_deploy|playzone_deploy]]&lt;br /&gt;
* [[Entity playzone_marker|playzone_marker]]&lt;br /&gt;
* [[Entity playzone_path_and_heightmap|playzone_path_and_heightmap]]&lt;br /&gt;
* [[Entity playzone_play|playzone_play]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Advanced Level Design]]&lt;/div&gt;</summary>
		<author><name>DavidE</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Playzones&amp;diff=3584</id>
		<title>Playzones</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Playzones&amp;diff=3584"/>
		<updated>2007-11-22T17:07:24Z</updated>

		<summary type="html">&lt;p&gt;DavidE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{first etqwmap toc}}&lt;br /&gt;
Many aspects of the game (such as deploying and traveling before being warned of leaving the battlefield) take place in the main gameplay area of the map, the 32768 unit square. However, a typical ETQW map is larger due to an out of bounds area, so actual bounds of a map are a 40960 unit square. Playzone brushes are used to specify the main gameplay bounds of a map. It is on these brushes that a mask is specified. It is the masks themselves which control where aspects of the game may take place.     &lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Portal Basics]]&lt;br /&gt;
* [[Entity playzone_commandmap|playzone_commandmap]]&lt;br /&gt;
* [[Entity playzone_deploy|playzone_deploy]]&lt;br /&gt;
* [[Entity playzone_marker|playzone_marker]]&lt;br /&gt;
* [[Entity playzone_path_and_heightmap|playzone_path_and_heightmap]]&lt;br /&gt;
* [[Entity playzone_play|playzone_play]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Advanced Level Design]]&lt;/div&gt;</summary>
		<author><name>DavidE</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Playzones&amp;diff=3583</id>
		<title>Playzones</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Playzones&amp;diff=3583"/>
		<updated>2007-11-22T17:07:07Z</updated>

		<summary type="html">&lt;p&gt;DavidE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Many aspects of the game (such as deploying and traveling before being warned of leaving the battlefield) take place in the main gameplay area of the map, the 32768 unit square. However, a typical ETQW map is larger due to an out of bounds area, so actual bounds of a map are a 40960 unit square. Playzone brushes are used to specify the main gameplay bounds of a map. It is on these brushes that a mask is specified. It is the masks themselves which control where aspects of the game may take place.     &lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Portal Basics]]&lt;br /&gt;
* [[Entity playzone_commandmap|playzone_commandmap]]&lt;br /&gt;
* [[Entity playzone_deploy|playzone_deploy]]&lt;br /&gt;
* [[Entity playzone_marker|playzone_marker]]&lt;br /&gt;
* [[Entity playzone_path_and_heightmap|playzone_path_and_heightmap]]&lt;br /&gt;
* [[Entity playzone_play|playzone_play]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Advanced Level Design]]&lt;/div&gt;</summary>
		<author><name>DavidE</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Playzones&amp;diff=3582</id>
		<title>Playzones</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Playzones&amp;diff=3582"/>
		<updated>2007-11-22T17:04:33Z</updated>

		<summary type="html">&lt;p&gt;DavidE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Many aspects of the game (such as deploying and traveling before being warned of leaving the battlefield) take place in the main gameplay area of the map, the 32768 unit square. A typical ETQW map is larger due to an out of bounds area, so actual bounds of a map are a 40960 unit square. Playzone brushes are used to specify the main gameplay bounds of a map. It is on these brushes that a mask is specified. The themselves control where the different aspects of the game may take place.    &lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Portal Basics]]&lt;br /&gt;
* [[Entity playzone_commandmap|playzone_commandmap]]&lt;br /&gt;
* [[Entity playzone_deploy|playzone_deploy]]&lt;br /&gt;
* [[Entity playzone_marker|playzone_marker]]&lt;br /&gt;
* [[Entity playzone_path_and_heightmap|playzone_path_and_heightmap]]&lt;br /&gt;
* [[Entity playzone_play|playzone_play]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Advanced Level Design]]&lt;/div&gt;</summary>
		<author><name>DavidE</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Playzones&amp;diff=3580</id>
		<title>Playzones</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Playzones&amp;diff=3580"/>
		<updated>2007-11-22T16:46:10Z</updated>

		<summary type="html">&lt;p&gt;DavidE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Many aspects of the game (such as deploying and traveling before being warned of leaving the battlefield) take place in the main gameplay area of the map, the 32768 unit square. A typical ETQW map is larger due to an out of bounds area, so actual bounds of a map are a 40960 unit square. Playzones are used to specify the main gameplay area where the deploymask is to be used.    &lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Portal Basics]]&lt;br /&gt;
* [[Entity playzone_commandmap|playzone_commandmap]]&lt;br /&gt;
* [[Entity playzone_deploy|playzone_deploy]]&lt;br /&gt;
* [[Entity playzone_marker|playzone_marker]]&lt;br /&gt;
* [[Entity playzone_path_and_heightmap|playzone_path_and_heightmap]]&lt;br /&gt;
* [[Entity playzone_play|playzone_play]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Advanced Level Design]]&lt;/div&gt;</summary>
		<author><name>DavidE</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Deployzones&amp;diff=3570</id>
		<title>Deployzones</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Deployzones&amp;diff=3570"/>
		<updated>2007-11-22T14:43:49Z</updated>

		<summary type="html">&lt;p&gt;DavidE: /* shield_deployzone */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{first etqwmap toc}}&lt;br /&gt;
Deployzone entities (also known internally as territory brushes) are used to determine where territories exist within a map. They are brush based entities using the [[Common Textures#common/trigger|textures/common/trigger]] texture. A player can only deploy inside a deployzone volume that is active for their team (and only on green areas of the deploy mask.) Team base deployzones do not change over the course of match, whereas in most other cases deployzones are granted to the attacking team when an objective is completed.&lt;br /&gt;
&lt;br /&gt;
In the example map there are five deployzone entities;&lt;br /&gt;
&lt;br /&gt;
* gdf_base_deployzone&lt;br /&gt;
* bridge_deployzone&lt;br /&gt;
* outpost_deployzone&lt;br /&gt;
* shield_deployzone&lt;br /&gt;
* strogg_base_deployzone&lt;br /&gt;
&lt;br /&gt;
== Vehicles and deployzones ==&lt;br /&gt;
&lt;br /&gt;
The deployzones are also used to spawn vehicles for the attacking team when they gain territory. When the attacking team loses territory, any of their vehicles associated with the deployzone are destroyed. Vehicles are associated with deployzones by targeting deployable_spawn_&amp;lt;vehiclename&amp;gt; entities. In the example map you will see target paths, originating from the deployzone, leading to the vehicles. Note that they are targeted using target_gdf1,target_strogg1 and so on. This lets the game know which vehicles to spawn/destroy when territory changes hands.&lt;br /&gt;
&lt;br /&gt;
== Entity keys ==&lt;br /&gt;
&lt;br /&gt;
=== gdf_base_deployzone ===&lt;br /&gt;
&lt;br /&gt;
* {{keyname|mtr_territory}} {{keyvalue|commandmaps/etqwmap_territory_01}} &lt;br /&gt;
: The greyscale territory image on the command map. This changes to red or green depending on which teams owns the territory.&lt;br /&gt;
* {{keyname|start_team}} {{keyvalue|gdf}} &lt;br /&gt;
: The team which owns the territory at map start.&lt;br /&gt;
&lt;br /&gt;
=== bridge_deployzone ===&lt;br /&gt;
&lt;br /&gt;
* {{keyname|mtr_territory}} {{keyvalue|commandmaps/etqwmap_territory_02}} &lt;br /&gt;
* {{keyname|start_team}} {{keyvalue|strogg}} &lt;br /&gt;
* {{keyname|target_gdf1}} {{keyvalue|bridge_gdf_badger}} &lt;br /&gt;
: First vehicle granted to the GDF when they own the territory. &lt;br /&gt;
* {{keyname|target_gdf2}} {{keyvalue|bridge_gdf_husky}} &lt;br /&gt;
: Second vehicle granted to the GDF when they own the territory. &lt;br /&gt;
* {{keyname|target_strogg1}} {{keyvalue|bridge_strogg_icarus_1}}&lt;br /&gt;
: First vehicle granted to the Strogg when they own the territory. &lt;br /&gt;
* {{keyname|target_strogg2}} {{keyvalue|bridge_strogg_icarus_2}}&lt;br /&gt;
: Second vehicle granted to the Strogg when they own the territory. We have already added the [[Adding_Objective_spawns_and_vehicles#Vehicles_2|vehicles associated with the bridge territory]]&lt;br /&gt;
&lt;br /&gt;
=== outpost_deployzone ===&lt;br /&gt;
&lt;br /&gt;
* {{keyname|mcp_stay_deployed}} {{keyvalue|1}}&lt;br /&gt;
: MCP is deployed in this deployzone.&lt;br /&gt;
* {{keyname|mtr_territory}} {{keyvalue|commandmaps/etqwmap_territory_03}} &lt;br /&gt;
* {{keyname|start_team}} {{keyvalue|strogg}} &lt;br /&gt;
* {{keyname|target_gdf1}} {{keyvalue|outpost_gdf_badger}} &lt;br /&gt;
* {{keyname|target_gdf2}} {{keyvalue|outpost_gdf_trojan}} &lt;br /&gt;
* {{keyname|target_gdf3}} {{keyvalue|outpost_gdf_titan}}  &lt;br /&gt;
* {{keyname|target_gdf4}} {{keyvalue|outpost_gdf_husky}} &lt;br /&gt;
* {{keyname|target_gdf5}} {{keyvalue|outpost_gdf_husky}} &lt;br /&gt;
* {{keyname|target_strogg1}} {{keyvalue|outpost_strogg_hog}} &lt;br /&gt;
* {{keyname|target_strogg2}} {{keyvalue|outpost_strogg_desecrator}}&lt;br /&gt;
* {{keyname|target_strogg3}} {{keyvalue|outpost_icarus_1}} &lt;br /&gt;
* {{keyname|target_strogg4}} {{keyvalue|outpost_icarus_2}}&lt;br /&gt;
&lt;br /&gt;
We have already added the [[Adding_Objective_spawns_and_vehicles#Vehicles_3|vehicles associated with the outpost territory]]&lt;br /&gt;
&lt;br /&gt;
=== shield_deployzone ===&lt;br /&gt;
&lt;br /&gt;
* {{keyname|mtr_territory}} {{keyvalue|commandmaps/etqwmap_territory_04}} &lt;br /&gt;
* {{keyname|start_team}} {{keyvalue|strogg}} &lt;br /&gt;
* {{keyname|target_strogg1}} {{keyvalue|outpost_icarus_1}}&lt;br /&gt;
* {{keyname|target_strogg2}} {{keyvalue|outpost_icarus_2}}&lt;br /&gt;
* {{keyname|target_strogg3}} {{keyvalue|outpost_hog}}&lt;br /&gt;
&lt;br /&gt;
We have already added the [[Adding_Objective_spawns_and_vehicles#Vehicles_4|vehicles associated with the shield territory]]&lt;br /&gt;
&lt;br /&gt;
=== strogg_base_deployzone ===&lt;br /&gt;
&lt;br /&gt;
* {{keyname|mtr_territory}} {{keyvalue|commandmaps/etqwmap_territory_05}} &lt;br /&gt;
* {{keyname|start_team}} {{keyvalue|strogg}}&lt;br /&gt;
&lt;br /&gt;
=== Common entity keys ===&lt;br /&gt;
&lt;br /&gt;
These key pairs are common across all deployzones; &lt;br /&gt;
* {{keyname|territory_start}} {{keyvalue|0 0}} &lt;br /&gt;
: FIXME.&lt;br /&gt;
* {{keyname|territory_end}} {{keyvalue|1 1}} &lt;br /&gt;
: FIXME.&lt;br /&gt;
* {{keyname|target_playzone}} {{keyvalue|territory_size_thing}} &lt;br /&gt;
: The playzone entity used to determine the bounds of the map territories.&lt;/div&gt;</summary>
		<author><name>DavidE</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Deployzones&amp;diff=3568</id>
		<title>Deployzones</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Deployzones&amp;diff=3568"/>
		<updated>2007-11-22T14:37:47Z</updated>

		<summary type="html">&lt;p&gt;DavidE: /* strogg_base_deployzone */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{first etqwmap toc}}&lt;br /&gt;
Deployzone entities (also known internally as territory brushes) are used to determine where territories exist within a map. They are brush based entities using the [[Common Textures#common/trigger|textures/common/trigger]] texture. A player can only deploy inside a deployzone volume that is active for their team (and only on green areas of the deploy mask.) Team base deployzones do not change over the course of match, whereas in most other cases deployzones are granted to the attacking team when an objective is completed.&lt;br /&gt;
&lt;br /&gt;
In the example map there are five deployzone entities;&lt;br /&gt;
&lt;br /&gt;
* gdf_base_deployzone&lt;br /&gt;
* bridge_deployzone&lt;br /&gt;
* outpost_deployzone&lt;br /&gt;
* shield_deployzone&lt;br /&gt;
* strogg_base_deployzone&lt;br /&gt;
&lt;br /&gt;
== Vehicles and deployzones ==&lt;br /&gt;
&lt;br /&gt;
The deployzones are also used to spawn vehicles for the attacking team when they gain territory. When the attacking team loses territory, any of their vehicles associated with the deployzone are destroyed. Vehicles are associated with deployzones by targeting deployable_spawn_&amp;lt;vehiclename&amp;gt; entities. In the example map you will see target paths, originating from the deployzone, leading to the vehicles. Note that they are targeted using target_gdf1,target_strogg1 and so on. This lets the game know which vehicles to spawn/destroy when territory changes hands.&lt;br /&gt;
&lt;br /&gt;
== Entity keys ==&lt;br /&gt;
&lt;br /&gt;
=== gdf_base_deployzone ===&lt;br /&gt;
&lt;br /&gt;
* {{keyname|mtr_territory}} {{keyvalue|commandmaps/etqwmap_territory_01}} &lt;br /&gt;
: The greyscale territory image on the command map. This changes to red or green depending on which teams owns the territory.&lt;br /&gt;
* {{keyname|start_team}} {{keyvalue|gdf}} &lt;br /&gt;
: The team which owns the territory at map start.&lt;br /&gt;
&lt;br /&gt;
=== bridge_deployzone ===&lt;br /&gt;
&lt;br /&gt;
* {{keyname|mtr_territory}} {{keyvalue|commandmaps/etqwmap_territory_02}} &lt;br /&gt;
* {{keyname|start_team}} {{keyvalue|strogg}} &lt;br /&gt;
* {{keyname|target_gdf1}} {{keyvalue|bridge_gdf_badger}} &lt;br /&gt;
: First vehicle granted to the GDF when they own the territory. &lt;br /&gt;
* {{keyname|target_gdf2}} {{keyvalue|bridge_gdf_husky}} &lt;br /&gt;
: Second vehicle granted to the GDF when they own the territory. &lt;br /&gt;
* {{keyname|target_strogg1}} {{keyvalue|bridge_strogg_icarus_1}}&lt;br /&gt;
: First vehicle granted to the Strogg when they own the territory. &lt;br /&gt;
* {{keyname|target_strogg2}} {{keyvalue|bridge_strogg_icarus_2}}&lt;br /&gt;
: Second vehicle granted to the Strogg when they own the territory. We have already added the [[Adding_Objective_spawns_and_vehicles#Vehicles_2|vehicles associated with the bridge territory]]&lt;br /&gt;
&lt;br /&gt;
=== outpost_deployzone ===&lt;br /&gt;
&lt;br /&gt;
* {{keyname|mcp_stay_deployed}} {{keyvalue|1}}&lt;br /&gt;
: MCP is deployed in this deployzone.&lt;br /&gt;
* {{keyname|mtr_territory}} {{keyvalue|commandmaps/etqwmap_territory_03}} &lt;br /&gt;
* {{keyname|start_team}} {{keyvalue|strogg}} &lt;br /&gt;
* {{keyname|target_gdf1}} {{keyvalue|outpost_gdf_badger}} &lt;br /&gt;
* {{keyname|target_gdf2}} {{keyvalue|outpost_gdf_trojan}} &lt;br /&gt;
* {{keyname|target_gdf3}} {{keyvalue|outpost_gdf_titan}}  &lt;br /&gt;
* {{keyname|target_gdf4}} {{keyvalue|outpost_gdf_husky}} &lt;br /&gt;
* {{keyname|target_gdf5}} {{keyvalue|outpost_gdf_husky}} &lt;br /&gt;
* {{keyname|target_strogg1}} {{keyvalue|outpost_strogg_hog}} &lt;br /&gt;
* {{keyname|target_strogg2}} {{keyvalue|outpost_strogg_desecrator}}&lt;br /&gt;
* {{keyname|target_strogg3}} {{keyvalue|outpost_icarus_1}} &lt;br /&gt;
* {{keyname|target_strogg4}} {{keyvalue|outpost_icarus_2}}&lt;br /&gt;
&lt;br /&gt;
We have already added the [[Adding_Objective_spawns_and_vehicles#Vehicles_3|vehicles associated with the outpost territory]]&lt;br /&gt;
&lt;br /&gt;
=== shield_deployzone ===&lt;br /&gt;
&lt;br /&gt;
* {{keyname|mtr_territory}} {{keyvalue|commandmaps/etqwmap_territory_04}} &lt;br /&gt;
* {{keyname|start_team}} {{keyvalue|strogg}} &lt;br /&gt;
* {{keyname|target_strogg1}} {{keyvalue|outpost_icarus_1}}&lt;br /&gt;
* {{keyname|target_strogg2}} {{keyvalue|outpost_icarus_2}}&lt;br /&gt;
* {{keyname|target_strogg3}} {{keyvalue|outpost_hog}}&lt;br /&gt;
&lt;br /&gt;
We have already added the [[Adding_Objective_spawns_and_vehicles#Vehicles_3|vehicles associated with the shield territory]]&lt;br /&gt;
&lt;br /&gt;
=== strogg_base_deployzone ===&lt;br /&gt;
&lt;br /&gt;
* {{keyname|mtr_territory}} {{keyvalue|commandmaps/etqwmap_territory_05}} &lt;br /&gt;
* {{keyname|start_team}} {{keyvalue|strogg}}&lt;br /&gt;
&lt;br /&gt;
=== Common entity keys ===&lt;br /&gt;
&lt;br /&gt;
These key pairs are common across all deployzones; &lt;br /&gt;
* {{keyname|territory_start}} {{keyvalue|0 0}} &lt;br /&gt;
: FIXME.&lt;br /&gt;
* {{keyname|territory_end}} {{keyvalue|1 1}} &lt;br /&gt;
: FIXME.&lt;br /&gt;
* {{keyname|target_playzone}} {{keyvalue|territory_size_thing}} &lt;br /&gt;
: The playzone entity used to determine the bounds of the map territories.&lt;/div&gt;</summary>
		<author><name>DavidE</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Deployzones&amp;diff=3567</id>
		<title>Deployzones</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Deployzones&amp;diff=3567"/>
		<updated>2007-11-22T14:37:04Z</updated>

		<summary type="html">&lt;p&gt;DavidE: /* Vehicles and deployzones */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{first etqwmap toc}}&lt;br /&gt;
Deployzone entities (also known internally as territory brushes) are used to determine where territories exist within a map. They are brush based entities using the [[Common Textures#common/trigger|textures/common/trigger]] texture. A player can only deploy inside a deployzone volume that is active for their team (and only on green areas of the deploy mask.) Team base deployzones do not change over the course of match, whereas in most other cases deployzones are granted to the attacking team when an objective is completed.&lt;br /&gt;
&lt;br /&gt;
In the example map there are five deployzone entities;&lt;br /&gt;
&lt;br /&gt;
* gdf_base_deployzone&lt;br /&gt;
* bridge_deployzone&lt;br /&gt;
* outpost_deployzone&lt;br /&gt;
* shield_deployzone&lt;br /&gt;
* strogg_base_deployzone&lt;br /&gt;
&lt;br /&gt;
== Vehicles and deployzones ==&lt;br /&gt;
&lt;br /&gt;
The deployzones are also used to spawn vehicles for the attacking team when they gain territory. When the attacking team loses territory, any of their vehicles associated with the deployzone are destroyed. Vehicles are associated with deployzones by targeting deployable_spawn_&amp;lt;vehiclename&amp;gt; entities. In the example map you will see target paths, originating from the deployzone, leading to the vehicles. Note that they are targeted using target_gdf1,target_strogg1 and so on. This lets the game know which vehicles to spawn/destroy when territory changes hands.&lt;br /&gt;
&lt;br /&gt;
== Entity keys ==&lt;br /&gt;
&lt;br /&gt;
=== gdf_base_deployzone ===&lt;br /&gt;
&lt;br /&gt;
* {{keyname|mtr_territory}} {{keyvalue|commandmaps/etqwmap_territory_01}} &lt;br /&gt;
: The greyscale territory image on the command map. This changes to red or green depending on which teams owns the territory.&lt;br /&gt;
* {{keyname|start_team}} {{keyvalue|gdf}} &lt;br /&gt;
: The team which owns the territory at map start.&lt;br /&gt;
&lt;br /&gt;
=== bridge_deployzone ===&lt;br /&gt;
&lt;br /&gt;
* {{keyname|mtr_territory}} {{keyvalue|commandmaps/etqwmap_territory_02}} &lt;br /&gt;
* {{keyname|start_team}} {{keyvalue|strogg}} &lt;br /&gt;
* {{keyname|target_gdf1}} {{keyvalue|bridge_gdf_badger}} &lt;br /&gt;
: First vehicle granted to the GDF when they own the territory. &lt;br /&gt;
* {{keyname|target_gdf2}} {{keyvalue|bridge_gdf_husky}} &lt;br /&gt;
: Second vehicle granted to the GDF when they own the territory. &lt;br /&gt;
* {{keyname|target_strogg1}} {{keyvalue|bridge_strogg_icarus_1}}&lt;br /&gt;
: First vehicle granted to the Strogg when they own the territory. &lt;br /&gt;
* {{keyname|target_strogg2}} {{keyvalue|bridge_strogg_icarus_2}}&lt;br /&gt;
: Second vehicle granted to the Strogg when they own the territory. We have already added the [[Adding_Objective_spawns_and_vehicles#Vehicles_2|vehicles associated with the bridge territory]]&lt;br /&gt;
&lt;br /&gt;
=== outpost_deployzone ===&lt;br /&gt;
&lt;br /&gt;
* {{keyname|mcp_stay_deployed}} {{keyvalue|1}}&lt;br /&gt;
: MCP is deployed in this deployzone.&lt;br /&gt;
* {{keyname|mtr_territory}} {{keyvalue|commandmaps/etqwmap_territory_03}} &lt;br /&gt;
* {{keyname|start_team}} {{keyvalue|strogg}} &lt;br /&gt;
* {{keyname|target_gdf1}} {{keyvalue|outpost_gdf_badger}} &lt;br /&gt;
* {{keyname|target_gdf2}} {{keyvalue|outpost_gdf_trojan}} &lt;br /&gt;
* {{keyname|target_gdf3}} {{keyvalue|outpost_gdf_titan}}  &lt;br /&gt;
* {{keyname|target_gdf4}} {{keyvalue|outpost_gdf_husky}} &lt;br /&gt;
* {{keyname|target_gdf5}} {{keyvalue|outpost_gdf_husky}} &lt;br /&gt;
* {{keyname|target_strogg1}} {{keyvalue|outpost_strogg_hog}} &lt;br /&gt;
* {{keyname|target_strogg2}} {{keyvalue|outpost_strogg_desecrator}}&lt;br /&gt;
* {{keyname|target_strogg3}} {{keyvalue|outpost_icarus_1}} &lt;br /&gt;
* {{keyname|target_strogg4}} {{keyvalue|outpost_icarus_2}}&lt;br /&gt;
&lt;br /&gt;
We have already added the [[Adding_Objective_spawns_and_vehicles#Vehicles_3|vehicles associated with the outpost territory]]&lt;br /&gt;
&lt;br /&gt;
=== shield_deployzone ===&lt;br /&gt;
&lt;br /&gt;
* {{keyname|mtr_territory}} {{keyvalue|commandmaps/etqwmap_territory_04}} &lt;br /&gt;
* {{keyname|start_team}} {{keyvalue|strogg}} &lt;br /&gt;
* {{keyname|target_strogg1}} {{keyvalue|outpost_icarus_1}}&lt;br /&gt;
* {{keyname|target_strogg2}} {{keyvalue|outpost_icarus_2}}&lt;br /&gt;
* {{keyname|target_strogg3}} {{keyvalue|outpost_hog}}&lt;br /&gt;
&lt;br /&gt;
We have already added the [[Adding_Objective_spawns_and_vehicles#Vehicles_3|vehicles associated with the shield territory]]&lt;br /&gt;
&lt;br /&gt;
=== strogg_base_deployzone ===&lt;br /&gt;
&lt;br /&gt;
=== Common entity keys ===&lt;br /&gt;
&lt;br /&gt;
These key pairs are common across all deployzones; &lt;br /&gt;
* {{keyname|territory_start}} {{keyvalue|0 0}} &lt;br /&gt;
: FIXME.&lt;br /&gt;
* {{keyname|territory_end}} {{keyvalue|1 1}} &lt;br /&gt;
: FIXME.&lt;br /&gt;
* {{keyname|target_playzone}} {{keyvalue|territory_size_thing}} &lt;br /&gt;
: The playzone entity used to determine the bounds of the map territories.&lt;/div&gt;</summary>
		<author><name>DavidE</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Deployzones&amp;diff=3566</id>
		<title>Deployzones</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Deployzones&amp;diff=3566"/>
		<updated>2007-11-22T14:36:38Z</updated>

		<summary type="html">&lt;p&gt;DavidE: /* Vehicles and deployzones */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{first etqwmap toc}}&lt;br /&gt;
Deployzone entities (also known internally as territory brushes) are used to determine where territories exist within a map. They are brush based entities using the [[Common Textures#common/trigger|textures/common/trigger]] texture. A player can only deploy inside a deployzone volume that is active for their team (and only on green areas of the deploy mask.) Team base deployzones do not change over the course of match, whereas in most other cases deployzones are granted to the attacking team when an objective is completed.&lt;br /&gt;
&lt;br /&gt;
In the example map there are five deployzone entities;&lt;br /&gt;
&lt;br /&gt;
* gdf_base_deployzone&lt;br /&gt;
* bridge_deployzone&lt;br /&gt;
* outpost_deployzone&lt;br /&gt;
* shield_deployzone&lt;br /&gt;
* strogg_base_deployzone&lt;br /&gt;
&lt;br /&gt;
== Vehicles and deployzones ==&lt;br /&gt;
&lt;br /&gt;
The deployzones are also used to spawn vehicles for the attacking team when they gain territory. When the attacking team loses territory, any of their vehicles associated with the deployzone are destroyed. Vehicles are associated with deployzones by targeting deployable_spawn_&amp;lt;vehiclename&amp;gt; entities. In the example map you will see target paths, originating from the deployzone, leading to the vehicles. Note that they are targeted using target_gdf1,target_strogg1 and so on, so they game knows which vehicles to spawn/destroy when territory changes hands.&lt;br /&gt;
&lt;br /&gt;
== Entity keys ==&lt;br /&gt;
&lt;br /&gt;
=== gdf_base_deployzone ===&lt;br /&gt;
&lt;br /&gt;
* {{keyname|mtr_territory}} {{keyvalue|commandmaps/etqwmap_territory_01}} &lt;br /&gt;
: The greyscale territory image on the command map. This changes to red or green depending on which teams owns the territory.&lt;br /&gt;
* {{keyname|start_team}} {{keyvalue|gdf}} &lt;br /&gt;
: The team which owns the territory at map start.&lt;br /&gt;
&lt;br /&gt;
=== bridge_deployzone ===&lt;br /&gt;
&lt;br /&gt;
* {{keyname|mtr_territory}} {{keyvalue|commandmaps/etqwmap_territory_02}} &lt;br /&gt;
* {{keyname|start_team}} {{keyvalue|strogg}} &lt;br /&gt;
* {{keyname|target_gdf1}} {{keyvalue|bridge_gdf_badger}} &lt;br /&gt;
: First vehicle granted to the GDF when they own the territory. &lt;br /&gt;
* {{keyname|target_gdf2}} {{keyvalue|bridge_gdf_husky}} &lt;br /&gt;
: Second vehicle granted to the GDF when they own the territory. &lt;br /&gt;
* {{keyname|target_strogg1}} {{keyvalue|bridge_strogg_icarus_1}}&lt;br /&gt;
: First vehicle granted to the Strogg when they own the territory. &lt;br /&gt;
* {{keyname|target_strogg2}} {{keyvalue|bridge_strogg_icarus_2}}&lt;br /&gt;
: Second vehicle granted to the Strogg when they own the territory. We have already added the [[Adding_Objective_spawns_and_vehicles#Vehicles_2|vehicles associated with the bridge territory]]&lt;br /&gt;
&lt;br /&gt;
=== outpost_deployzone ===&lt;br /&gt;
&lt;br /&gt;
* {{keyname|mcp_stay_deployed}} {{keyvalue|1}}&lt;br /&gt;
: MCP is deployed in this deployzone.&lt;br /&gt;
* {{keyname|mtr_territory}} {{keyvalue|commandmaps/etqwmap_territory_03}} &lt;br /&gt;
* {{keyname|start_team}} {{keyvalue|strogg}} &lt;br /&gt;
* {{keyname|target_gdf1}} {{keyvalue|outpost_gdf_badger}} &lt;br /&gt;
* {{keyname|target_gdf2}} {{keyvalue|outpost_gdf_trojan}} &lt;br /&gt;
* {{keyname|target_gdf3}} {{keyvalue|outpost_gdf_titan}}  &lt;br /&gt;
* {{keyname|target_gdf4}} {{keyvalue|outpost_gdf_husky}} &lt;br /&gt;
* {{keyname|target_gdf5}} {{keyvalue|outpost_gdf_husky}} &lt;br /&gt;
* {{keyname|target_strogg1}} {{keyvalue|outpost_strogg_hog}} &lt;br /&gt;
* {{keyname|target_strogg2}} {{keyvalue|outpost_strogg_desecrator}}&lt;br /&gt;
* {{keyname|target_strogg3}} {{keyvalue|outpost_icarus_1}} &lt;br /&gt;
* {{keyname|target_strogg4}} {{keyvalue|outpost_icarus_2}}&lt;br /&gt;
&lt;br /&gt;
We have already added the [[Adding_Objective_spawns_and_vehicles#Vehicles_3|vehicles associated with the outpost territory]]&lt;br /&gt;
&lt;br /&gt;
=== shield_deployzone ===&lt;br /&gt;
&lt;br /&gt;
* {{keyname|mtr_territory}} {{keyvalue|commandmaps/etqwmap_territory_04}} &lt;br /&gt;
* {{keyname|start_team}} {{keyvalue|strogg}} &lt;br /&gt;
* {{keyname|target_strogg1}} {{keyvalue|outpost_icarus_1}}&lt;br /&gt;
* {{keyname|target_strogg2}} {{keyvalue|outpost_icarus_2}}&lt;br /&gt;
* {{keyname|target_strogg3}} {{keyvalue|outpost_hog}}&lt;br /&gt;
&lt;br /&gt;
We have already added the [[Adding_Objective_spawns_and_vehicles#Vehicles_3|vehicles associated with the shield territory]]&lt;br /&gt;
&lt;br /&gt;
=== strogg_base_deployzone ===&lt;br /&gt;
&lt;br /&gt;
=== Common entity keys ===&lt;br /&gt;
&lt;br /&gt;
These key pairs are common across all deployzones; &lt;br /&gt;
* {{keyname|territory_start}} {{keyvalue|0 0}} &lt;br /&gt;
: FIXME.&lt;br /&gt;
* {{keyname|territory_end}} {{keyvalue|1 1}} &lt;br /&gt;
: FIXME.&lt;br /&gt;
* {{keyname|target_playzone}} {{keyvalue|territory_size_thing}} &lt;br /&gt;
: The playzone entity used to determine the bounds of the map territories.&lt;/div&gt;</summary>
		<author><name>DavidE</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Deployzones&amp;diff=3565</id>
		<title>Deployzones</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Deployzones&amp;diff=3565"/>
		<updated>2007-11-22T14:33:26Z</updated>

		<summary type="html">&lt;p&gt;DavidE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{first etqwmap toc}}&lt;br /&gt;
Deployzone entities (also known internally as territory brushes) are used to determine where territories exist within a map. They are brush based entities using the [[Common Textures#common/trigger|textures/common/trigger]] texture. A player can only deploy inside a deployzone volume that is active for their team (and only on green areas of the deploy mask.) Team base deployzones do not change over the course of match, whereas in most other cases deployzones are granted to the attacking team when an objective is completed.&lt;br /&gt;
&lt;br /&gt;
In the example map there are five deployzone entities;&lt;br /&gt;
&lt;br /&gt;
* gdf_base_deployzone&lt;br /&gt;
* bridge_deployzone&lt;br /&gt;
* outpost_deployzone&lt;br /&gt;
* shield_deployzone&lt;br /&gt;
* strogg_base_deployzone&lt;br /&gt;
&lt;br /&gt;
== Vehicles and deployzones ==&lt;br /&gt;
&lt;br /&gt;
The deployzones are also used to spawn vehicles for the attacking team when they gain territory. When the attacking team loses territory, any of their vehicles associated with the deployzone are destroyed. Vehicles are associated with deployzones by targeting deployable_spawn_&amp;lt;vehiclename&amp;gt; entities. In the example map you will see target paths, originating from the deployzone, leading to the vehicles.  &lt;br /&gt;
&lt;br /&gt;
== Entity keys ==&lt;br /&gt;
&lt;br /&gt;
=== gdf_base_deployzone ===&lt;br /&gt;
&lt;br /&gt;
* {{keyname|mtr_territory}} {{keyvalue|commandmaps/etqwmap_territory_01}} &lt;br /&gt;
: The greyscale territory image on the command map. This changes to red or green depending on which teams owns the territory.&lt;br /&gt;
* {{keyname|start_team}} {{keyvalue|gdf}} &lt;br /&gt;
: The team which owns the territory at map start.&lt;br /&gt;
&lt;br /&gt;
=== bridge_deployzone ===&lt;br /&gt;
&lt;br /&gt;
* {{keyname|mtr_territory}} {{keyvalue|commandmaps/etqwmap_territory_02}} &lt;br /&gt;
* {{keyname|start_team}} {{keyvalue|strogg}} &lt;br /&gt;
* {{keyname|target_gdf1}} {{keyvalue|bridge_gdf_badger}} &lt;br /&gt;
: First vehicle granted to the GDF when they own the territory. &lt;br /&gt;
* {{keyname|target_gdf2}} {{keyvalue|bridge_gdf_husky}} &lt;br /&gt;
: Second vehicle granted to the GDF when they own the territory. &lt;br /&gt;
* {{keyname|target_strogg1}} {{keyvalue|bridge_strogg_icarus_1}}&lt;br /&gt;
: First vehicle granted to the Strogg when they own the territory. &lt;br /&gt;
* {{keyname|target_strogg2}} {{keyvalue|bridge_strogg_icarus_2}}&lt;br /&gt;
: Second vehicle granted to the Strogg when they own the territory. We have already added the [[Adding_Objective_spawns_and_vehicles#Vehicles_2|vehicles associated with the bridge territory]]&lt;br /&gt;
&lt;br /&gt;
=== outpost_deployzone ===&lt;br /&gt;
&lt;br /&gt;
* {{keyname|mcp_stay_deployed}} {{keyvalue|1}}&lt;br /&gt;
: MCP is deployed in this deployzone.&lt;br /&gt;
* {{keyname|mtr_territory}} {{keyvalue|commandmaps/etqwmap_territory_03}} &lt;br /&gt;
* {{keyname|start_team}} {{keyvalue|strogg}} &lt;br /&gt;
* {{keyname|target_gdf1}} {{keyvalue|outpost_gdf_badger}} &lt;br /&gt;
* {{keyname|target_gdf2}} {{keyvalue|outpost_gdf_trojan}} &lt;br /&gt;
* {{keyname|target_gdf3}} {{keyvalue|outpost_gdf_titan}}  &lt;br /&gt;
* {{keyname|target_gdf4}} {{keyvalue|outpost_gdf_husky}} &lt;br /&gt;
* {{keyname|target_gdf5}} {{keyvalue|outpost_gdf_husky}} &lt;br /&gt;
* {{keyname|target_strogg1}} {{keyvalue|outpost_strogg_hog}} &lt;br /&gt;
* {{keyname|target_strogg2}} {{keyvalue|outpost_strogg_desecrator}}&lt;br /&gt;
* {{keyname|target_strogg3}} {{keyvalue|outpost_icarus_1}} &lt;br /&gt;
* {{keyname|target_strogg4}} {{keyvalue|outpost_icarus_2}}&lt;br /&gt;
&lt;br /&gt;
We have already added the [[Adding_Objective_spawns_and_vehicles#Vehicles_3|vehicles associated with the outpost territory]]&lt;br /&gt;
&lt;br /&gt;
=== shield_deployzone ===&lt;br /&gt;
&lt;br /&gt;
* {{keyname|mtr_territory}} {{keyvalue|commandmaps/etqwmap_territory_04}} &lt;br /&gt;
* {{keyname|start_team}} {{keyvalue|strogg}} &lt;br /&gt;
* {{keyname|target_strogg1}} {{keyvalue|outpost_icarus_1}}&lt;br /&gt;
* {{keyname|target_strogg2}} {{keyvalue|outpost_icarus_2}}&lt;br /&gt;
* {{keyname|target_strogg3}} {{keyvalue|outpost_hog}}&lt;br /&gt;
&lt;br /&gt;
We have already added the [[Adding_Objective_spawns_and_vehicles#Vehicles_3|vehicles associated with the shield territory]]&lt;br /&gt;
&lt;br /&gt;
=== strogg_base_deployzone ===&lt;br /&gt;
&lt;br /&gt;
=== Common entity keys ===&lt;br /&gt;
&lt;br /&gt;
These key pairs are common across all deployzones; &lt;br /&gt;
* {{keyname|territory_start}} {{keyvalue|0 0}} &lt;br /&gt;
: FIXME.&lt;br /&gt;
* {{keyname|territory_end}} {{keyvalue|1 1}} &lt;br /&gt;
: FIXME.&lt;br /&gt;
* {{keyname|target_playzone}} {{keyvalue|territory_size_thing}} &lt;br /&gt;
: The playzone entity used to determine the bounds of the map territories.&lt;/div&gt;</summary>
		<author><name>DavidE</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Deployzones&amp;diff=3564</id>
		<title>Deployzones</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Deployzones&amp;diff=3564"/>
		<updated>2007-11-22T14:27:22Z</updated>

		<summary type="html">&lt;p&gt;DavidE: /* outpost_deployzone */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{first etqwmap toc}}&lt;br /&gt;
Deployzone entities (also known internally as territory brushes) are used to determine where territories exist within a map. They are brush based entities using the [[Common Textures#common/trigger|textures/common/trigger]] texture. A player can only deploy inside a deployzone volume that is active for their team (and only on green areas of the deploy mask.) Team base deployzones do not change over the course of match, whereas in most other cases deployzones are granted to the attacking team when an objective is completed.&lt;br /&gt;
&lt;br /&gt;
In the example map there are five deployzone entities;&lt;br /&gt;
&lt;br /&gt;
* gdf_base_deployzone&lt;br /&gt;
* bridge_deployzone&lt;br /&gt;
* outpost_deployzone&lt;br /&gt;
* shield_deployzone&lt;br /&gt;
* strogg_base_deployzone&lt;br /&gt;
&lt;br /&gt;
== Vehicles and deployzones ==&lt;br /&gt;
&lt;br /&gt;
The deployzones are also used to spawn vehicles for the attacking team when they gain territory. When the attacking team loses territory, any of their vehicles associated with the deployzone are destroyed. Vehicles are associated with deployzones by targeting deployable_spawn_&amp;lt;vehiclename&amp;gt; entities. In the example map you will see target paths, originating from the deployzone, leading to the vehicles.  &lt;br /&gt;
&lt;br /&gt;
== Entity keys ==&lt;br /&gt;
&lt;br /&gt;
=== gdf_base_deployzone ===&lt;br /&gt;
&lt;br /&gt;
* {{keyname|objective_index}} {{keyvalue|0}} &lt;br /&gt;
: The game uses objective_index to determine which objective this is. First objective is 0, second is 1 ect.&lt;br /&gt;
* {{keyname|mtr_territory}} {{keyvalue|commandmaps/etqwmap_territory_01}} &lt;br /&gt;
: The greyscale territory image on the command map. This changes to red or green depending on which teams owns the territory.&lt;br /&gt;
* {{keyname|start_team}} {{keyvalue|gdf}} &lt;br /&gt;
: The team which owns the territory at map start.&lt;br /&gt;
&lt;br /&gt;
=== bridge_deployzone ===&lt;br /&gt;
&lt;br /&gt;
* {{keyname|objective_index}} {{keyvalue|1}} &lt;br /&gt;
* {{keyname|mtr_territory}} {{keyvalue|commandmaps/etqwmap_territory_02}} &lt;br /&gt;
* {{keyname|start_team}} {{keyvalue|strogg}} &lt;br /&gt;
* {{keyname|target_gdf1}} {{keyvalue|bridge_gdf_badger}} &lt;br /&gt;
: First vehicle granted to the GDF when they own the territory. &lt;br /&gt;
* {{keyname|target_gdf2}} {{keyvalue|bridge_gdf_husky}} &lt;br /&gt;
: Second vehicle granted to the GDF when they own the territory. &lt;br /&gt;
* {{keyname|target_strogg1}} {{keyvalue|bridge_strogg_icarus_1}}&lt;br /&gt;
: First vehicle granted to the Strogg when they own the territory. &lt;br /&gt;
* {{keyname|target_strogg2}} {{keyvalue|bridge_strogg_icarus_2}}&lt;br /&gt;
: Second vehicle granted to the Strogg when they own the territory. We have already added the [[Adding_Objective_spawns_and_vehicles#Vehicles_2|vehicles associated with the bridge territory]]&lt;br /&gt;
&lt;br /&gt;
=== outpost_deployzone ===&lt;br /&gt;
&lt;br /&gt;
* {{keyname|mcp_stay_deployed}} {{keyvalue|1}}&lt;br /&gt;
: MCP is deployed in this deployzone.&lt;br /&gt;
* {{keyname|objective_index}} {{keyvalue|2}} &lt;br /&gt;
* {{keyname|mtr_territory}} {{keyvalue|commandmaps/etqwmap_territory_03}} &lt;br /&gt;
* {{keyname|start_team}} {{keyvalue|strogg}} &lt;br /&gt;
* {{keyname|target_gdf1}} {{keyvalue|outpost_gdf_badger}} &lt;br /&gt;
: First vehicle granted to the GDF when they own the territory. &lt;br /&gt;
* {{keyname|target_gdf2}} {{keyvalue|outpost_gdf_trojan}} &lt;br /&gt;
: Second vehicle granted to the GDF when they own the territory. &lt;br /&gt;
* {{keyname|target_gdf3}} {{keyvalue|outpost_gdf_titan}} &lt;br /&gt;
: Third vehicle granted to the GDF when they own the territory. &lt;br /&gt;
* {{keyname|target_gdf4}} {{keyvalue|outpost_gdf_husky}} &lt;br /&gt;
: Fourth vehicle granted to the GDF when they own the territory.&lt;br /&gt;
* {{keyname|target_gdf5}} {{keyvalue|outpost_gdf_husky}} &lt;br /&gt;
: Fifth vehicle granted to the GDF when they own the territory.&lt;br /&gt;
* {{keyname|target_strogg1}} {{keyvalue|outpost_strogg_hog}}&lt;br /&gt;
: First vehicle granted to the Strogg when they own the territory. &lt;br /&gt;
* {{keyname|target_strogg2}} {{keyvalue|outpost_strogg_desecrator}}&lt;br /&gt;
: Second vehicle granted to the Strogg when they own the territory.&lt;br /&gt;
* {{keyname|target_strogg3}} {{keyvalue|outpost_icarus_1}}&lt;br /&gt;
: Third vehicle granted to the Strogg when they own the territory. &lt;br /&gt;
* {{keyname|target_strogg4}} {{keyvalue|outpost_icarus_2}}&lt;br /&gt;
: Fourth vehicle granted to the Strogg when they own the territory. We have already added the [[Adding_Objective_spawns_and_vehicles#Vehicles_3|vehicles associated with the outpost territory]]&lt;br /&gt;
&lt;br /&gt;
=== shield_deployzone ===&lt;br /&gt;
=== strogg_base_deployzone ===&lt;br /&gt;
=== Common entity keys ===&lt;br /&gt;
These key pairs are common across all deployzones; &lt;br /&gt;
* {{keyname|territory_start}} {{keyvalue|0 0}} &lt;br /&gt;
: FIXME.&lt;br /&gt;
* {{keyname|territory_end}} {{keyvalue|1 1}} &lt;br /&gt;
: FIXME.&lt;br /&gt;
* {{keyname|target_playzone}} {{keyvalue|territory_size_thing}} &lt;br /&gt;
: The playzone entity used to determine the bounds of the map territories.&lt;/div&gt;</summary>
		<author><name>DavidE</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Deployzones&amp;diff=3563</id>
		<title>Deployzones</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Deployzones&amp;diff=3563"/>
		<updated>2007-11-22T14:26:18Z</updated>

		<summary type="html">&lt;p&gt;DavidE: /* Entity keys */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{first etqwmap toc}}&lt;br /&gt;
Deployzone entities (also known internally as territory brushes) are used to determine where territories exist within a map. They are brush based entities using the [[Common Textures#common/trigger|textures/common/trigger]] texture. A player can only deploy inside a deployzone volume that is active for their team (and only on green areas of the deploy mask.) Team base deployzones do not change over the course of match, whereas in most other cases deployzones are granted to the attacking team when an objective is completed.&lt;br /&gt;
&lt;br /&gt;
In the example map there are five deployzone entities;&lt;br /&gt;
&lt;br /&gt;
* gdf_base_deployzone&lt;br /&gt;
* bridge_deployzone&lt;br /&gt;
* outpost_deployzone&lt;br /&gt;
* shield_deployzone&lt;br /&gt;
* strogg_base_deployzone&lt;br /&gt;
&lt;br /&gt;
== Vehicles and deployzones ==&lt;br /&gt;
&lt;br /&gt;
The deployzones are also used to spawn vehicles for the attacking team when they gain territory. When the attacking team loses territory, any of their vehicles associated with the deployzone are destroyed. Vehicles are associated with deployzones by targeting deployable_spawn_&amp;lt;vehiclename&amp;gt; entities. In the example map you will see target paths, originating from the deployzone, leading to the vehicles.  &lt;br /&gt;
&lt;br /&gt;
== Entity keys ==&lt;br /&gt;
&lt;br /&gt;
=== gdf_base_deployzone ===&lt;br /&gt;
&lt;br /&gt;
* {{keyname|objective_index}} {{keyvalue|0}} &lt;br /&gt;
: The game uses objective_index to determine which objective this is. First objective is 0, second is 1 ect.&lt;br /&gt;
* {{keyname|mtr_territory}} {{keyvalue|commandmaps/etqwmap_territory_01}} &lt;br /&gt;
: The greyscale territory image on the command map. This changes to red or green depending on which teams owns the territory.&lt;br /&gt;
* {{keyname|start_team}} {{keyvalue|gdf}} &lt;br /&gt;
: The team which owns the territory at map start.&lt;br /&gt;
&lt;br /&gt;
=== bridge_deployzone ===&lt;br /&gt;
&lt;br /&gt;
* {{keyname|objective_index}} {{keyvalue|1}} &lt;br /&gt;
* {{keyname|mtr_territory}} {{keyvalue|commandmaps/etqwmap_territory_02}} &lt;br /&gt;
* {{keyname|start_team}} {{keyvalue|strogg}} &lt;br /&gt;
* {{keyname|target_gdf1}} {{keyvalue|bridge_gdf_badger}} &lt;br /&gt;
: First vehicle granted to the GDF when they own the territory. &lt;br /&gt;
* {{keyname|target_gdf2}} {{keyvalue|bridge_gdf_husky}} &lt;br /&gt;
: Second vehicle granted to the GDF when they own the territory. &lt;br /&gt;
* {{keyname|target_strogg1}} {{keyvalue|bridge_strogg_icarus_1}}&lt;br /&gt;
: First vehicle granted to the Strogg when they own the territory. &lt;br /&gt;
* {{keyname|target_strogg2}} {{keyvalue|bridge_strogg_icarus_2}}&lt;br /&gt;
: Second vehicle granted to the Strogg when they own the territory. We have already added the [[Adding_Objective_spawns_and_vehicles#Vehicles_2|vehicles associated with the bridge territory]]&lt;br /&gt;
&lt;br /&gt;
=== outpost_deployzone ===&lt;br /&gt;
&lt;br /&gt;
* {{keyname|objective_index}} {{keyvalue|2}} &lt;br /&gt;
* {{keyname|mtr_territory}} {{keyvalue|commandmaps/etqwmap_territory_03}} &lt;br /&gt;
* {{keyname|start_team}} {{keyvalue|strogg}} &lt;br /&gt;
* {{keyname|target_gdf1}} {{keyvalue|outpost_gdf_badger}} &lt;br /&gt;
: First vehicle granted to the GDF when they own the territory. &lt;br /&gt;
* {{keyname|target_gdf2}} {{keyvalue|outpost_gdf_trojan}} &lt;br /&gt;
: Second vehicle granted to the GDF when they own the territory. &lt;br /&gt;
* {{keyname|target_gdf3}} {{keyvalue|outpost_gdf_titan}} &lt;br /&gt;
: Third vehicle granted to the GDF when they own the territory. &lt;br /&gt;
* {{keyname|target_gdf4}} {{keyvalue|outpost_gdf_husky}} &lt;br /&gt;
: Fourth vehicle granted to the GDF when they own the territory.&lt;br /&gt;
* {{keyname|target_gdf5}} {{keyvalue|outpost_gdf_husky}} &lt;br /&gt;
: Fifth vehicle granted to the GDF when they own the territory.&lt;br /&gt;
* {{keyname|target_strogg1}} {{keyvalue|outpost_strogg_hog}}&lt;br /&gt;
: First vehicle granted to the Strogg when they own the territory. &lt;br /&gt;
* {{keyname|target_strogg2}} {{keyvalue|outpost_strogg_desecrator}}&lt;br /&gt;
: Second vehicle granted to the Strogg when they own the territory.&lt;br /&gt;
* {{keyname|target_strogg3}} {{keyvalue|outpost_icarus_1}}&lt;br /&gt;
: Third vehicle granted to the Strogg when they own the territory. &lt;br /&gt;
* {{keyname|target_strogg4}} {{keyvalue|outpost_icarus_2}}&lt;br /&gt;
: Fourth vehicle granted to the Strogg when they own the territory. We have already added the [[Adding_Objective_spawns_and_vehicles#Vehicles_3|vehicles associated with the outpost territory]]&lt;br /&gt;
&lt;br /&gt;
=== shield_deployzone ===&lt;br /&gt;
=== strogg_base_deployzone ===&lt;br /&gt;
=== Common entity keys ===&lt;br /&gt;
These key pairs are common across all deployzones; &lt;br /&gt;
* {{keyname|territory_start}} {{keyvalue|0 0}} &lt;br /&gt;
: FIXME.&lt;br /&gt;
* {{keyname|territory_end}} {{keyvalue|1 1}} &lt;br /&gt;
: FIXME.&lt;br /&gt;
* {{keyname|target_playzone}} {{keyvalue|territory_size_thing}} &lt;br /&gt;
: The playzone entity used to determine the bounds of the map territories.&lt;/div&gt;</summary>
		<author><name>DavidE</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Deployzones&amp;diff=3562</id>
		<title>Deployzones</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Deployzones&amp;diff=3562"/>
		<updated>2007-11-22T14:24:54Z</updated>

		<summary type="html">&lt;p&gt;DavidE: /* Entity keys */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{first etqwmap toc}}&lt;br /&gt;
Deployzone entities (also known internally as territory brushes) are used to determine where territories exist within a map. They are brush based entities using the [[Common Textures#common/trigger|textures/common/trigger]] texture. A player can only deploy inside a deployzone volume that is active for their team (and only on green areas of the deploy mask.) Team base deployzones do not change over the course of match, whereas in most other cases deployzones are granted to the attacking team when an objective is completed.&lt;br /&gt;
&lt;br /&gt;
In the example map there are five deployzone entities;&lt;br /&gt;
&lt;br /&gt;
* gdf_base_deployzone&lt;br /&gt;
* bridge_deployzone&lt;br /&gt;
* outpost_deployzone&lt;br /&gt;
* shield_deployzone&lt;br /&gt;
* strogg_base_deployzone&lt;br /&gt;
&lt;br /&gt;
== Vehicles and deployzones ==&lt;br /&gt;
&lt;br /&gt;
The deployzones are also used to spawn vehicles for the attacking team when they gain territory. When the attacking team loses territory, any of their vehicles associated with the deployzone are destroyed. Vehicles are associated with deployzones by targeting deployable_spawn_&amp;lt;vehiclename&amp;gt; entities. In the example map you will see target paths, originating from the deployzone, leading to the vehicles.  &lt;br /&gt;
&lt;br /&gt;
== Entity keys ==&lt;br /&gt;
&lt;br /&gt;
=== gdf_base_deployzone ===&lt;br /&gt;
&lt;br /&gt;
* {{keyname|mtr_territory}} {{keyvalue|commandmaps/etqwmap_territory_01}} &lt;br /&gt;
: The greyscale territory image on the command map. This changes to red or green depending on which teams owns the territory.&lt;br /&gt;
* {{keyname|start_team}} {{keyvalue|gdf}} &lt;br /&gt;
: The team which owns the territory at map start.&lt;br /&gt;
&lt;br /&gt;
=== bridge_deployzone ===&lt;br /&gt;
&lt;br /&gt;
* {{keyname|mtr_territory}} {{keyvalue|commandmaps/etqwmap_territory_02}} &lt;br /&gt;
* {{keyname|start_team}} {{keyvalue|strogg}} &lt;br /&gt;
* {{keyname|target_gdf1}} {{keyvalue|bridge_gdf_badger}} &lt;br /&gt;
: First vehicle granted to the GDF when they own the territory. &lt;br /&gt;
* {{keyname|target_gdf2}} {{keyvalue|bridge_gdf_husky}} &lt;br /&gt;
: Second vehicle granted to the GDF when they own the territory. &lt;br /&gt;
* {{keyname|target_strogg1}} {{keyvalue|bridge_strogg_icarus_1}}&lt;br /&gt;
: First vehicle granted to the Strogg when they own the territory. &lt;br /&gt;
* {{keyname|target_strogg2}} {{keyvalue|bridge_strogg_icarus_2}}&lt;br /&gt;
: Second vehicle granted to the Strogg when they own the territory. We have already added the [[Adding_Objective_spawns_and_vehicles#Vehicles_2|vehicles associated with the bridge territory]]&lt;br /&gt;
&lt;br /&gt;
=== outpost_deployzone ===&lt;br /&gt;
&lt;br /&gt;
* {{keyname|mtr_territory}} {{keyvalue|commandmaps/etqwmap_territory_03}} &lt;br /&gt;
* {{keyname|start_team}} {{keyvalue|strogg}} &lt;br /&gt;
* {{keyname|target_gdf1}} {{keyvalue|outpost_gdf_badger}} &lt;br /&gt;
: First vehicle granted to the GDF when they own the territory. &lt;br /&gt;
* {{keyname|target_gdf2}} {{keyvalue|outpost_gdf_trojan}} &lt;br /&gt;
: Second vehicle granted to the GDF when they own the territory. &lt;br /&gt;
* {{keyname|target_gdf3}} {{keyvalue|outpost_gdf_titan}} &lt;br /&gt;
: Third vehicle granted to the GDF when they own the territory. &lt;br /&gt;
* {{keyname|target_gdf4}} {{keyvalue|outpost_gdf_husky}} &lt;br /&gt;
: Fourth vehicle granted to the GDF when they own the territory.&lt;br /&gt;
* {{keyname|target_gdf5}} {{keyvalue|outpost_gdf_husky}} &lt;br /&gt;
: Fifth vehicle granted to the GDF when they own the territory.&lt;br /&gt;
* {{keyname|target_strogg1}} {{keyvalue|outpost_strogg_hog}}&lt;br /&gt;
: First vehicle granted to the Strogg when they own the territory. &lt;br /&gt;
* {{keyname|target_strogg2}} {{keyvalue|outpost_strogg_desecrator}}&lt;br /&gt;
: Second vehicle granted to the Strogg when they own the territory.&lt;br /&gt;
* {{keyname|target_strogg3}} {{keyvalue|outpost_icarus_1}}&lt;br /&gt;
: Third vehicle granted to the Strogg when they own the territory. &lt;br /&gt;
* {{keyname|target_strogg4}} {{keyvalue|outpost_icarus_2}}&lt;br /&gt;
: Fourth vehicle granted to the Strogg when they own the territory. We have already added the [[Adding_Objective_spawns_and_vehicles#Vehicles_3|vehicles associated with the bridge territory]]&lt;br /&gt;
&lt;br /&gt;
=== shield_deployzone ===&lt;br /&gt;
=== strogg_base_deployzone ===&lt;br /&gt;
=== Common entity keys ===&lt;br /&gt;
These key pairs are common across all deployzones; &lt;br /&gt;
* {{keyname|territory_start}} {{keyvalue|0 0}} &lt;br /&gt;
: FIXME.&lt;br /&gt;
* {{keyname|territory_end}} {{keyvalue|1 1}} &lt;br /&gt;
: FIXME.&lt;br /&gt;
* {{keyname|target_playzone}} {{keyvalue|territory_size_thing}} &lt;br /&gt;
: The playzone entity used to determine the bounds of the map territories.&lt;/div&gt;</summary>
		<author><name>DavidE</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Deployzones&amp;diff=3561</id>
		<title>Deployzones</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Deployzones&amp;diff=3561"/>
		<updated>2007-11-22T14:11:52Z</updated>

		<summary type="html">&lt;p&gt;DavidE: /* Common entity keys */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{first etqwmap toc}}&lt;br /&gt;
Deployzone entities (also known internally as territory brushes) are used to determine where territories exist within a map. They are brush based entities using the [[Common Textures#common/trigger|textures/common/trigger]] texture. A player can only deploy inside a deployzone volume that is active for their team (and only on green areas of the deploy mask.) Team base deployzones do not change over the course of match, whereas in most other cases deployzones are granted to the attacking team when an objective is completed.&lt;br /&gt;
&lt;br /&gt;
In the example map there are five deployzone entities;&lt;br /&gt;
&lt;br /&gt;
* gdf_base_deployzone&lt;br /&gt;
* bridge_deployzone&lt;br /&gt;
* outpost_deployzone&lt;br /&gt;
* shield_deployzone&lt;br /&gt;
* strogg_base_deployzone&lt;br /&gt;
&lt;br /&gt;
== Vehicles and deployzones ==&lt;br /&gt;
&lt;br /&gt;
The deployzones are also used to spawn vehicles for the attacking team when they gain territory. When the attacking team loses territory, any of their vehicles associated with the deployzone are destroyed. Vehicles are associated with deployzones by targeting deployable_spawn_&amp;lt;vehiclename&amp;gt; entities. In the example map you will see target paths, originating from the deployzone, leading to the vehicles.  &lt;br /&gt;
&lt;br /&gt;
== Entity keys ==&lt;br /&gt;
&lt;br /&gt;
=== gdf_base_deployzone ===&lt;br /&gt;
* {{keyname|mtr_territory}} {{keyvalue|commandmaps/etqwmap_territory_01}} &lt;br /&gt;
: The greyscale territory image on the command map. This changes to red or green depending on which teams owns the territory.&lt;br /&gt;
* {{keyname|start_team}} {{keyvalue|gdf}} &lt;br /&gt;
: The team which owns the territory at map start.&lt;br /&gt;
=== bridge_deployzone ===&lt;br /&gt;
* {{keyname|mtr_territory}} {{keyvalue|commandmaps/etqwmap_territory_02}} &lt;br /&gt;
* {{keyname|start_team}} {{keyvalue|strogg}} &lt;br /&gt;
* {{keyname|target_gdf1}} {{keyvalue|bridge_gdf_badger}} &lt;br /&gt;
: First vehicle granted to the GDF when they own the territory. &lt;br /&gt;
* {{keyname|target_gdf2}} {{keyvalue|bridge_gdf_husky}} &lt;br /&gt;
: Second vehicle granted to the GDF when they own the territory. &lt;br /&gt;
* {{keyname|target_strogg1}} {{keyvalue|bridge_strogg_icarus_1}}&lt;br /&gt;
: First vehicle granted to the Strogg when they own the territory. &lt;br /&gt;
* {{keyname|target_strogg2}} {{keyvalue|bridge_strogg_icarus_2}}&lt;br /&gt;
: Second vehicle granted to the Strogg when they own the territory. We have already added the [[Adding_Objective_spawns_and_vehicles#Vehicles_2|vehicles associated with the bridge territory]]&lt;br /&gt;
&lt;br /&gt;
=== outpost_deployzone ===&lt;br /&gt;
=== shield_deployzone ===&lt;br /&gt;
=== strogg_base_deployzone ===&lt;br /&gt;
=== Common entity keys ===&lt;br /&gt;
These key pairs are common across all deployzones; &lt;br /&gt;
* {{keyname|territory_start}} {{keyvalue|0 0}} &lt;br /&gt;
: FIXME.&lt;br /&gt;
* {{keyname|territory_end}} {{keyvalue|1 1}} &lt;br /&gt;
: FIXME.&lt;br /&gt;
* {{keyname|target_playzone}} {{keyvalue|territory_size_thing}} &lt;br /&gt;
: The playzone entity used to determine the bounds of the map territories.&lt;/div&gt;</summary>
		<author><name>DavidE</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Deployzones&amp;diff=3534</id>
		<title>Deployzones</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Deployzones&amp;diff=3534"/>
		<updated>2007-11-22T12:25:20Z</updated>

		<summary type="html">&lt;p&gt;DavidE: /* bridge_deployzone */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{first etqwmap toc}}&lt;br /&gt;
Deployzone entities (also known internally as territory brushes) are used to determine where territories exist within a map. They are brush based entities using the [[Common Textures#common/trigger|textures/common/trigger]] texture. A player can only deploy inside a deployzone volume that is active for their team (and only on green areas of the deploy mask.) Team base deployzones do not change over the course of match, whereas in most other cases deployzones are granted to the attacking team when an objective is completed.&lt;br /&gt;
&lt;br /&gt;
In the example map there are five deployzone entities;&lt;br /&gt;
&lt;br /&gt;
* gdf_base_deployzone&lt;br /&gt;
* bridge_deployzone&lt;br /&gt;
* outpost_deployzone&lt;br /&gt;
* shield_deployzone&lt;br /&gt;
* strogg_base_deployzone&lt;br /&gt;
&lt;br /&gt;
== Vehicles and deployzones ==&lt;br /&gt;
&lt;br /&gt;
The deployzones are also used to spawn vehicles for the attacking team when they gain territory. When the attacking team loses territory, any of their vehicles associated with the deployzone are destroyed. Vehicles are associated with deployzones by targeting deployable_spawn_&amp;lt;vehiclename&amp;gt; entities. In the example map you will see target paths, originating from the deployzone, leading to the vehicles.  &lt;br /&gt;
&lt;br /&gt;
== Entity keys ==&lt;br /&gt;
&lt;br /&gt;
=== gdf_base_deployzone ===&lt;br /&gt;
* {{keyname|mtr_territory}} {{keyvalue|commandmaps/etqwmap_territory_01}} &lt;br /&gt;
: The greyscale territory image on the command map. This changes to red or green depending on which teams owns the territory.&lt;br /&gt;
* {{keyname|start_team}} {{keyvalue|gdf}} &lt;br /&gt;
: The team which owns the territory at map start.&lt;br /&gt;
=== bridge_deployzone ===&lt;br /&gt;
* {{keyname|mtr_territory}} {{keyvalue|commandmaps/etqwmap_territory_02}} &lt;br /&gt;
* {{keyname|start_team}} {{keyvalue|strogg}} &lt;br /&gt;
* {{keyname|target_gdf1}} {{keyvalue|bridge_gdf_badger}} &lt;br /&gt;
: First vehicle granted to the GDF when they own the territory. &lt;br /&gt;
* {{keyname|target_gdf2}} {{keyvalue|bridge_gdf_husky}} &lt;br /&gt;
: Second vehicle granted to the GDF when they own the territory. &lt;br /&gt;
* {{keyname|target_strogg1}} {{keyvalue|bridge_strogg_icarus_1}}&lt;br /&gt;
: First vehicle granted to the Strogg when they own the territory. &lt;br /&gt;
* {{keyname|target_strogg2}} {{keyvalue|bridge_strogg_icarus_2}}&lt;br /&gt;
: Second vehicle granted to the Strogg when they own the territory. We have already added the [[Adding_Objective_spawns_and_vehicles#Vehicles_2|vehicles associated with the bridge territory]]&lt;br /&gt;
&lt;br /&gt;
=== outpost_deployzone ===&lt;br /&gt;
=== shield_deployzone ===&lt;br /&gt;
=== strogg_base_deployzone ===&lt;br /&gt;
=== Common entity keys ===&lt;br /&gt;
These key pairs are common across all deployzones; &lt;br /&gt;
* {{keyname|territory_start}} {{keyvalue|0 0}} &lt;br /&gt;
: FIXME.&lt;br /&gt;
* {{keyname|territory_start}} {{keyvalue|1 1}} &lt;br /&gt;
: FIXME.&lt;br /&gt;
* {{keyname|target_playzone}} {{keyvalue|territory_size_thing}} &lt;br /&gt;
: The playzone entity used to determine the bounds of the map territories.&lt;/div&gt;</summary>
		<author><name>DavidE</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Deployzones&amp;diff=3533</id>
		<title>Deployzones</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Deployzones&amp;diff=3533"/>
		<updated>2007-11-22T12:25:11Z</updated>

		<summary type="html">&lt;p&gt;DavidE: /* bridge_deployzone */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{first etqwmap toc}}&lt;br /&gt;
Deployzone entities (also known internally as territory brushes) are used to determine where territories exist within a map. They are brush based entities using the [[Common Textures#common/trigger|textures/common/trigger]] texture. A player can only deploy inside a deployzone volume that is active for their team (and only on green areas of the deploy mask.) Team base deployzones do not change over the course of match, whereas in most other cases deployzones are granted to the attacking team when an objective is completed.&lt;br /&gt;
&lt;br /&gt;
In the example map there are five deployzone entities;&lt;br /&gt;
&lt;br /&gt;
* gdf_base_deployzone&lt;br /&gt;
* bridge_deployzone&lt;br /&gt;
* outpost_deployzone&lt;br /&gt;
* shield_deployzone&lt;br /&gt;
* strogg_base_deployzone&lt;br /&gt;
&lt;br /&gt;
== Vehicles and deployzones ==&lt;br /&gt;
&lt;br /&gt;
The deployzones are also used to spawn vehicles for the attacking team when they gain territory. When the attacking team loses territory, any of their vehicles associated with the deployzone are destroyed. Vehicles are associated with deployzones by targeting deployable_spawn_&amp;lt;vehiclename&amp;gt; entities. In the example map you will see target paths, originating from the deployzone, leading to the vehicles.  &lt;br /&gt;
&lt;br /&gt;
== Entity keys ==&lt;br /&gt;
&lt;br /&gt;
=== gdf_base_deployzone ===&lt;br /&gt;
* {{keyname|mtr_territory}} {{keyvalue|commandmaps/etqwmap_territory_01}} &lt;br /&gt;
: The greyscale territory image on the command map. This changes to red or green depending on which teams owns the territory.&lt;br /&gt;
* {{keyname|start_team}} {{keyvalue|gdf}} &lt;br /&gt;
: The team which owns the territory at map start.&lt;br /&gt;
=== bridge_deployzone ===&lt;br /&gt;
* {{keyname|mtr_territory}} {{keyvalue|commandmaps/etqwmap_territory_02}} &lt;br /&gt;
* {{keyname|start_team}} {{keyvalue|strogg}} &lt;br /&gt;
* {{keyname|target_gdf1}} {{keyvalue|bridge_gdf_badger}} &lt;br /&gt;
: First vehicle granted to the GDF when they own the territory. &lt;br /&gt;
* {{keyname|target_gdf2}} {{keyvalue|bridge_gdf_husky}} &lt;br /&gt;
: Second vehicle granted to the GDF when they own the territory. &lt;br /&gt;
* {{keyname|target_strogg1}} {{keyvalue|bridge_strogg_icarus_1}}&lt;br /&gt;
: First vehicle granted to the Strogg when they own the territory. &lt;br /&gt;
* {{keyname|target_strogg2}} {{keyvalue|bridge_strogg_icarus_2}}&lt;br /&gt;
: Second vehicle granted to the Strogg when they own the territory. We have already added the [Adding_Objective_spawns_and_vehicles#Vehicles_2|vehicles associated with the bridge territory]]&lt;br /&gt;
&lt;br /&gt;
=== outpost_deployzone ===&lt;br /&gt;
=== shield_deployzone ===&lt;br /&gt;
=== strogg_base_deployzone ===&lt;br /&gt;
=== Common entity keys ===&lt;br /&gt;
These key pairs are common across all deployzones; &lt;br /&gt;
* {{keyname|territory_start}} {{keyvalue|0 0}} &lt;br /&gt;
: FIXME.&lt;br /&gt;
* {{keyname|territory_start}} {{keyvalue|1 1}} &lt;br /&gt;
: FIXME.&lt;br /&gt;
* {{keyname|target_playzone}} {{keyvalue|territory_size_thing}} &lt;br /&gt;
: The playzone entity used to determine the bounds of the map territories.&lt;/div&gt;</summary>
		<author><name>DavidE</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Deployzones&amp;diff=3532</id>
		<title>Deployzones</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Deployzones&amp;diff=3532"/>
		<updated>2007-11-22T12:22:50Z</updated>

		<summary type="html">&lt;p&gt;DavidE: /* Entity keys */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{first etqwmap toc}}&lt;br /&gt;
Deployzone entities (also known internally as territory brushes) are used to determine where territories exist within a map. They are brush based entities using the [[Common Textures#common/trigger|textures/common/trigger]] texture. A player can only deploy inside a deployzone volume that is active for their team (and only on green areas of the deploy mask.) Team base deployzones do not change over the course of match, whereas in most other cases deployzones are granted to the attacking team when an objective is completed.&lt;br /&gt;
&lt;br /&gt;
In the example map there are five deployzone entities;&lt;br /&gt;
&lt;br /&gt;
* gdf_base_deployzone&lt;br /&gt;
* bridge_deployzone&lt;br /&gt;
* outpost_deployzone&lt;br /&gt;
* shield_deployzone&lt;br /&gt;
* strogg_base_deployzone&lt;br /&gt;
&lt;br /&gt;
== Vehicles and deployzones ==&lt;br /&gt;
&lt;br /&gt;
The deployzones are also used to spawn vehicles for the attacking team when they gain territory. When the attacking team loses territory, any of their vehicles associated with the deployzone are destroyed. Vehicles are associated with deployzones by targeting deployable_spawn_&amp;lt;vehiclename&amp;gt; entities. In the example map you will see target paths, originating from the deployzone, leading to the vehicles.  &lt;br /&gt;
&lt;br /&gt;
== Entity keys ==&lt;br /&gt;
&lt;br /&gt;
=== gdf_base_deployzone ===&lt;br /&gt;
* {{keyname|mtr_territory}} {{keyvalue|commandmaps/etqwmap_territory_01}} &lt;br /&gt;
: The greyscale territory image on the command map. This changes to red or green depending on which teams owns the territory.&lt;br /&gt;
* {{keyname|start_team}} {{keyvalue|gdf}} &lt;br /&gt;
: The team which owns the territory at map start.&lt;br /&gt;
=== bridge_deployzone ===&lt;br /&gt;
* {{keyname|mtr_territory}} {{keyvalue|commandmaps/etqwmap_territory_02}} &lt;br /&gt;
* {{keyname|start_team}} {{keyvalue|strogg}} &lt;br /&gt;
* {{keyname|target_gdf1}} {{keyvalue|bridge_gdf_badger}} &lt;br /&gt;
: First vehicle granted to the GDF when they own the territory. &lt;br /&gt;
* {{keyname|target_gdf2}} {{keyvalue|bridge_gdf_husky}} &lt;br /&gt;
: Second vehicle granted to the GDF when they own the territory. &lt;br /&gt;
* {{keyname|target_strogg1}} {{keyvalue|bridge_strogg_icarus_1}}&lt;br /&gt;
: First vehicle granted to the Strogg when they own the territory. &lt;br /&gt;
* {{keyname|target_strogg2}} {{keyvalue|bridge_strogg_icarus_2}}&lt;br /&gt;
: Second vehicle granted to the Strogg when they own the territory. We added the team's vehicles for the bridge objective [[Adding_Objective_spawns_and_vehicles#Vehicles_2|here]]&lt;br /&gt;
&lt;br /&gt;
=== outpost_deployzone ===&lt;br /&gt;
=== shield_deployzone ===&lt;br /&gt;
=== strogg_base_deployzone ===&lt;br /&gt;
=== Common entity keys ===&lt;br /&gt;
These key pairs are common across all deployzones; &lt;br /&gt;
* {{keyname|territory_start}} {{keyvalue|0 0}} &lt;br /&gt;
: FIXME.&lt;br /&gt;
* {{keyname|territory_start}} {{keyvalue|1 1}} &lt;br /&gt;
: FIXME.&lt;br /&gt;
* {{keyname|target_playzone}} {{keyvalue|territory_size_thing}} &lt;br /&gt;
: The playzone entity used to determine the bounds of the map territories.&lt;/div&gt;</summary>
		<author><name>DavidE</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Deployzones&amp;diff=3531</id>
		<title>Deployzones</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Deployzones&amp;diff=3531"/>
		<updated>2007-11-22T12:22:06Z</updated>

		<summary type="html">&lt;p&gt;DavidE: /* bridge_deployzone */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{first etqwmap toc}}&lt;br /&gt;
Deployzone entities (also known internally as territory brushes) are used to determine where territories exist within a map. They are brush based entities using the [[Common Textures#common/trigger|textures/common/trigger]] texture. A player can only deploy inside a deployzone volume that is active for their team (and only on green areas of the deploy mask.) Team base deployzones do not change over the course of match, whereas in most other cases deployzones are granted to the attacking team when an objective is completed.&lt;br /&gt;
&lt;br /&gt;
In the example map there are five deployzone entities;&lt;br /&gt;
&lt;br /&gt;
* gdf_base_deployzone&lt;br /&gt;
* bridge_deployzone&lt;br /&gt;
* outpost_deployzone&lt;br /&gt;
* shield_deployzone&lt;br /&gt;
* strogg_base_deployzone&lt;br /&gt;
&lt;br /&gt;
== Vehicles and deployzones ==&lt;br /&gt;
&lt;br /&gt;
The deployzones are also used to spawn vehicles for the attacking team when they gain territory. When the attacking team loses territory, any of their vehicles associated with the deployzone are destroyed. Vehicles are associated with deployzones by targeting deployable_spawn_&amp;lt;vehiclename&amp;gt; entities. In the example map you will see target paths, originating from the deployzone, leading to the vehicles.  &lt;br /&gt;
&lt;br /&gt;
== Entity keys ==&lt;br /&gt;
&lt;br /&gt;
=== gdf_base_deployzone ===&lt;br /&gt;
* {{keyname|mtr_territory}} {{keyvalue|commandmaps/etqwmap_territory_01}} &lt;br /&gt;
: The greyscale territory image on the command map. This changes to red or green depending on which teams owns the territory.&lt;br /&gt;
* {{keyname|start_team}} {{keyvalue|gdf}} &lt;br /&gt;
: The team which owns the territory at map start.&lt;br /&gt;
=== bridge_deployzone ===&lt;br /&gt;
* {{keyname|mtr_territory}} {{keyvalue|commandmaps/etqwmap_territory_02}} &lt;br /&gt;
* {{keyname|start_team}} {{keyvalue|strogg}} &lt;br /&gt;
: The team which owns the territory at map start.&lt;br /&gt;
* {{keyname|target_gdf1}} {{keyvalue|bridge_gdf_badger}} &lt;br /&gt;
: First vehicle granted to the GDF when they own the territory. &lt;br /&gt;
* {{keyname|target_gdf2}} {{keyvalue|bridge_gdf_husky}} &lt;br /&gt;
: Second vehicle granted to the GDF when they own the territory. &lt;br /&gt;
* {{keyname|target_strogg1}} {{keyvalue|bridge_strogg_icarus_1}}&lt;br /&gt;
: First vehicle granted to the Strogg when they own the territory. &lt;br /&gt;
* {{keyname|target_strogg2}} {{keyvalue|bridge_strogg_icarus_2}}&lt;br /&gt;
: Second vehicle granted to the Strogg when they own the territory. We added the team's vehicles for the bridge objective [[Adding_Objective_spawns_and_vehicles#Vehicles_2|here]]&lt;br /&gt;
&lt;br /&gt;
=== outpost_deployzone ===&lt;br /&gt;
=== shield_deployzone ===&lt;br /&gt;
=== strogg_base_deployzone ===&lt;br /&gt;
=== Common entity keys ===&lt;br /&gt;
These key pairs are common across all deployzones; &lt;br /&gt;
* {{keyname|territory_start}} {{keyvalue|0 0}} &lt;br /&gt;
: FIXME.&lt;br /&gt;
* {{keyname|territory_start}} {{keyvalue|1 1}} &lt;br /&gt;
: FIXME.&lt;br /&gt;
* {{keyname|target_playzone}} {{keyvalue|territory_size_thing}} &lt;br /&gt;
: The playzone entity used to determine the bounds of the map territories.&lt;/div&gt;</summary>
		<author><name>DavidE</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Deployzones&amp;diff=3530</id>
		<title>Deployzones</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Deployzones&amp;diff=3530"/>
		<updated>2007-11-22T12:21:45Z</updated>

		<summary type="html">&lt;p&gt;DavidE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{first etqwmap toc}}&lt;br /&gt;
Deployzone entities (also known internally as territory brushes) are used to determine where territories exist within a map. They are brush based entities using the [[Common Textures#common/trigger|textures/common/trigger]] texture. A player can only deploy inside a deployzone volume that is active for their team (and only on green areas of the deploy mask.) Team base deployzones do not change over the course of match, whereas in most other cases deployzones are granted to the attacking team when an objective is completed.&lt;br /&gt;
&lt;br /&gt;
In the example map there are five deployzone entities;&lt;br /&gt;
&lt;br /&gt;
* gdf_base_deployzone&lt;br /&gt;
* bridge_deployzone&lt;br /&gt;
* outpost_deployzone&lt;br /&gt;
* shield_deployzone&lt;br /&gt;
* strogg_base_deployzone&lt;br /&gt;
&lt;br /&gt;
== Vehicles and deployzones ==&lt;br /&gt;
&lt;br /&gt;
The deployzones are also used to spawn vehicles for the attacking team when they gain territory. When the attacking team loses territory, any of their vehicles associated with the deployzone are destroyed. Vehicles are associated with deployzones by targeting deployable_spawn_&amp;lt;vehiclename&amp;gt; entities. In the example map you will see target paths, originating from the deployzone, leading to the vehicles.  &lt;br /&gt;
&lt;br /&gt;
== Entity keys ==&lt;br /&gt;
&lt;br /&gt;
=== gdf_base_deployzone ===&lt;br /&gt;
* {{keyname|mtr_territory}} {{keyvalue|commandmaps/etqwmap_territory_01}} &lt;br /&gt;
: The greyscale territory image on the command map. This changes to red or green depending on which teams owns the territory.&lt;br /&gt;
* {{keyname|start_team}} {{keyvalue|gdf}} &lt;br /&gt;
: The team which owns the territory at map start.&lt;br /&gt;
=== bridge_deployzone ===&lt;br /&gt;
* {{keyname|mtr_territory}} {{keyvalue|commandmaps/etqwmap_territory_02}} &lt;br /&gt;
* {{keyname|start_team}} {{keyvalue|strogg}} &lt;br /&gt;
: The team which owns the territory at map start.&lt;br /&gt;
* {{keyname|target_gdf1}} {{keyvalue|bridge_gdf_badger}} &lt;br /&gt;
: First vehicle granted to the GDF when they own the territory. &lt;br /&gt;
* {{keyname|target_gdf2}} {{keyvalue|bridge_gdf_husky}} &lt;br /&gt;
: Second vehicle granted to the Strogg when they own the territory. &lt;br /&gt;
* {{keyname|target_strogg1}} {{keyvalue|bridge_strogg_icarus_1}}&lt;br /&gt;
: First vehicle granted to the Strogg when they own the territory. &lt;br /&gt;
* {{keyname|target_strogg2}} {{keyvalue|bridge_strogg_icarus_2}}&lt;br /&gt;
: Second vehicle granted to the Strogg when they own the territory. We added the team's vehicles for the bridge objective [[Adding_Objective_spawns_and_vehicles#Vehicles_2|here]]&lt;br /&gt;
=== outpost_deployzone ===&lt;br /&gt;
=== shield_deployzone ===&lt;br /&gt;
=== strogg_base_deployzone ===&lt;br /&gt;
=== Common entity keys ===&lt;br /&gt;
These key pairs are common across all deployzones; &lt;br /&gt;
* {{keyname|territory_start}} {{keyvalue|0 0}} &lt;br /&gt;
: FIXME.&lt;br /&gt;
* {{keyname|territory_start}} {{keyvalue|1 1}} &lt;br /&gt;
: FIXME.&lt;br /&gt;
* {{keyname|target_playzone}} {{keyvalue|territory_size_thing}} &lt;br /&gt;
: The playzone entity used to determine the bounds of the map territories.&lt;/div&gt;</summary>
		<author><name>DavidE</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Deployzones&amp;diff=3528</id>
		<title>Deployzones</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Deployzones&amp;diff=3528"/>
		<updated>2007-11-22T12:14:00Z</updated>

		<summary type="html">&lt;p&gt;DavidE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{first etqwmap toc}}&lt;br /&gt;
Deployzone entities (also known internally as territory brushes) are used to determine where territories exist within a map. They are brush based entities using the [[Common Textures#common/trigger|textures/common/trigger]] texture. A player can only deploy inside a deployzone volume that is active for their team (and only on green areas of the deploy mask.) Team base deployzones do not change over the course of match, whereas in most other cases deployzones are granted to the attacking team when an objective is completed.&lt;br /&gt;
&lt;br /&gt;
In the example map there are five deployzone entities;&lt;br /&gt;
&lt;br /&gt;
* gdf_base_deployzone&lt;br /&gt;
* bridge_deployzone&lt;br /&gt;
* outpost_deployzone&lt;br /&gt;
* shield_deployzone&lt;br /&gt;
* strogg_base_deployzone&lt;br /&gt;
&lt;br /&gt;
== Vehicles and deployzones ==&lt;br /&gt;
&lt;br /&gt;
The deployzones are also used to spawn vehicles for the attacking team when they gain territory. When the attacking team loses territory, any of their vehicles associated with the deployzone are destroyed. Vehicles are associated with deployzones by targeting deployable_spawn_&amp;lt;vehiclename&amp;gt; entities. In the example map you will see target paths, originating from the deployzone, leading to the vehicles.  &lt;br /&gt;
&lt;br /&gt;
== Entity keys ==&lt;br /&gt;
&lt;br /&gt;
=== gdf_base_deployzone ===&lt;br /&gt;
* {{keyname|mtr_territory}} {{keyvalue|commandmaps/etqwmap_territory_01}} &lt;br /&gt;
: The greyscale territory image on the command map. This changes to red or green depending on which teams owns the territory.&lt;br /&gt;
* {{keyname|start_team}} {{keyvalue|gdf}} &lt;br /&gt;
: The team which owns the territory at map start.&lt;br /&gt;
=== bridge_deployzone ===&lt;br /&gt;
* {{keyname|mtr_territory}} {{keyvalue|commandmaps/etqwmap_territory_02}} &lt;br /&gt;
* {{keyname|start_team}} {{keyvalue|strogg}} &lt;br /&gt;
: The team which owns the territory at map start.&lt;br /&gt;
* {{keyname|target_gdf1}} {{keyvalue|bridge_gdf_badger}} &lt;br /&gt;
: First vehicle granted to the GDF when they own the territory.&lt;br /&gt;
=== outpost_deployzone ===&lt;br /&gt;
=== shield_deployzone ===&lt;br /&gt;
=== strogg_base_deployzone ===&lt;br /&gt;
=== Common entity keys ===&lt;br /&gt;
These key pairs are common across all deployzones; &lt;br /&gt;
* {{keyname|territory_start}} {{keyvalue|0 0}} &lt;br /&gt;
: FIXME.&lt;br /&gt;
* {{keyname|territory_start}} {{keyvalue|1 1}} &lt;br /&gt;
: FIXME.&lt;br /&gt;
* {{keyname|target_playzone}} {{keyvalue|territory_size_thing}} &lt;br /&gt;
: The playzone entity used to determine the bounds of the map territories.&lt;/div&gt;</summary>
		<author><name>DavidE</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Deployzones&amp;diff=3523</id>
		<title>Deployzones</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Deployzones&amp;diff=3523"/>
		<updated>2007-11-22T12:03:03Z</updated>

		<summary type="html">&lt;p&gt;DavidE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{first etqwmap toc}}&lt;br /&gt;
Deployzone entities are used to determine where territories exist within a map. They are brush based entities using the [[Common Textures#common/trigger|textures/common/trigger]] texture. A player can only deploy inside a deployzone volume that is active for their team (and only on green areas of the deploy mask.) Team base deployzones do not change over the course of match, whereas in most other cases deployzones are granted to the attacking team when an objective is completed.&lt;br /&gt;
&lt;br /&gt;
In the example map there are five deployzone entities;&lt;br /&gt;
&lt;br /&gt;
* gdf_base_deployzone&lt;br /&gt;
* bridge_deployzone&lt;br /&gt;
* outpost_deployzone&lt;br /&gt;
* shield_deployzone&lt;br /&gt;
* strogg_base_deployzone&lt;br /&gt;
&lt;br /&gt;
== Vehicles and deployzones ==&lt;br /&gt;
&lt;br /&gt;
The deployzones are also used to spawn vehicles for the attacking team when they gain territory. When the attacking team loses territory, any of their vehicles associated with the deployzone are destroyed. Vehicles are associated with deployzones by targeting deployable_spawn_&amp;lt;vehiclename&amp;gt; entities. In the example map you will see target paths, originating from the deployzone, leading to the vehicles.  &lt;br /&gt;
&lt;br /&gt;
== Entity keys ==&lt;br /&gt;
&lt;br /&gt;
=== gdf_base_deployzone ===&lt;br /&gt;
=== bridge_deployzone ===&lt;br /&gt;
=== outpost_deployzone ===&lt;br /&gt;
=== shield_deployzone ===&lt;br /&gt;
=== strogg_base_deployzone ===&lt;br /&gt;
=== Common entity keys ===&lt;/div&gt;</summary>
		<author><name>DavidE</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Adding_Objective_spawns_and_vehicles&amp;diff=3518</id>
		<title>Adding Objective spawns and vehicles</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Adding_Objective_spawns_and_vehicles&amp;diff=3518"/>
		<updated>2007-11-22T11:51:09Z</updated>

		<summary type="html">&lt;p&gt;DavidE: /* Entity keys */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{first etqwmap toc}}&lt;br /&gt;
==Spawn masters==&lt;br /&gt;
Groups of spawn points are triggered throughout the map by the [[Entity info_spawn_master|info_spawn_master]] entity. When an [[Entity info_spawn_master|info_spawn_master]] is active, the spawn points associated with it are available to the team. When more than one [[Entity info_spawn_master|info_spawn_master]] is active, the one with higher priority becomes the default spawn for the player. For example, in the valley map, only one [[Entity info_spawn_master|info_spawn_master]] at the GDF base is active at map start. When the bridge is built, an [[Entity info_spawn_master|info_spawn_master]] at the bridge is activated with a priority of 2. This makes the spawn point default for the GDF since the priority number is higher. The priority of a GDF spawn master is defined by adding key of {{keyname|spawn_priority_gdf}} and a value being the priority number. To associate spawns with spawn masters we need to add a key {{keyname|owner}} and a value matching the name of the spawn master.&lt;br /&gt;
&lt;br /&gt;
== Bridge objective ==&lt;br /&gt;
&lt;br /&gt;
=== Spawn points ===&lt;br /&gt;
&lt;br /&gt;
The initial spawn points for the GDF will have a priority of 1. An [[Entity info_spawn_master|info_spawn_master]] has been placed amongst the spawns at our GDF base, which we added here [[Adding player spawns]]. Its vertical position is not important, however its horizontal position will define where we see the flag on the command map, so place it near our spawns. To associate spawns with spawn masters we need to add a key {{keyname|owner}} and a value matching the name of the spawn master. We will call the [[Entity info_spawn_master|info_spawn_master]] at the gdf base &amp;quot;gdf_base_spawnmaster&amp;quot;. The strogg will be spawning near the bridge. Their info_spawn_master is named &amp;quot;strogg_bridge_spawnmaster&amp;quot;. Since we want the strogg spawning here by default, over the three other spawns, we will give this a priority of 4.&lt;br /&gt;
&lt;br /&gt;
===== Entity keys =====&lt;br /&gt;
&lt;br /&gt;
The following key pairs are used on each of the info_team_gdf_spawn entities:&lt;br /&gt;
&lt;br /&gt;
* {{keyname|owner}} {{keyvalue|gdf_base_spawnmaster}}&lt;br /&gt;
: Which spawn master they belong to.&lt;br /&gt;
&lt;br /&gt;
* {{keyname|parachute}} {{keyvalue|1}}&lt;br /&gt;
: Whether the player is dropped in by parachute (or landing shield for Strogg).&lt;br /&gt;
&lt;br /&gt;
The following key pairs are used on each of the info_team_strogg_spawn entities:&lt;br /&gt;
&lt;br /&gt;
* {{keyname|owner}} {{keyvalue|strogg_bridge_spawnmaster}}&lt;br /&gt;
&lt;br /&gt;
* {{keyname|parachute}} {{keyvalue|1}}&lt;br /&gt;
&lt;br /&gt;
The following key pair is used on the GDF's info_spawn_master entity:&lt;br /&gt;
&lt;br /&gt;
* {{keyname|spawn_priority_gdf}} {{keyvalue|1}}&lt;br /&gt;
: Spawn priority.&lt;br /&gt;
&lt;br /&gt;
The following key pair is used on the Strogg's info_spawn_master entity:&lt;br /&gt;
&lt;br /&gt;
* {{keyname|spawn_priority_strogg}} {{keyvalue|4}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Vehicles  ===&lt;br /&gt;
&lt;br /&gt;
During the first objective the GDF's vehicles spawn in their base. Adding vehicles which spawn at map start and are never triggered off (ie 'base vehicles') is explained here [[Adding base vehicles]].&lt;br /&gt;
&lt;br /&gt;
Some vehicles are required to only be active when a team owns some territory. This is the case with the strogg vehicles during the first objective. To add one, use the entity deployable_spawn_&amp;lt;vehiclename&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* [[Entity deployable_spawn_anansi|deployable_spawn_anansi]] - Anansi&lt;br /&gt;
* [[Entity deployable_spawn_badger|deployable_spawn_badger]] - Armadillo &lt;br /&gt;
* [[Entity deployable_spawn_bumblebee|deployable_spawn_bumblebee]] - Bumblebee&lt;br /&gt;
* [[Entity deployable_spawn_desecrator|deployable_spawn_desecrator]] - Desecrator&lt;br /&gt;
* [[Entity deployable_spawn_goliath|deployable_spawn_goliath]] - Goliath&lt;br /&gt;
* [[Entity deployable_spawn_hog|deployable_spawn_hog]] - Hog&lt;br /&gt;
* [[Entity deployable_spawn_hornet|deployable_spawn_hornet]] - Tormentor&lt;br /&gt;
* [[Entity deployable_spawn_husky|deployable_spawn_husky]] - Husky&lt;br /&gt;
* [[Entity deployable_spawn_icarus|deployable_spawn_icarus]] - Icarus&lt;br /&gt;
* [[Entity deployable_spawn_mcp|deployable_spawn_mcp]] - MCP&lt;br /&gt;
* [[Entity deployable_spawn_platypus|deployable_spawn_platypus]] - Platypus&lt;br /&gt;
* [[Entity deployable_spawn_titan|deployable_spawn_titan]] - Titan&lt;br /&gt;
* [[Entity deployable_spawn_trojan|deployable_spawn_trojan]] - Trojan&lt;br /&gt;
&lt;br /&gt;
Two icarus' have been added for the strogg near their spawn;&lt;br /&gt;
&lt;br /&gt;
* 2 x deployable_spawn_icarus named &amp;quot;bridge_strogg_icarus_1&amp;quot; and &amp;quot;bridge_strogg_icarus_2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===== Entity keys =====&lt;br /&gt;
deployable_spawn_&amp;lt;vehiclename&amp;gt; entities do not have any required key pairs. However their name is important when they targeted by [[Deployzones]]&lt;br /&gt;
&lt;br /&gt;
== MCP objective ==&lt;br /&gt;
&lt;br /&gt;
=== Spawn points ===&lt;br /&gt;
&lt;br /&gt;
Spawns have been placed at the bridge for the GDF. These will be available to the GDF once the bridge has been built. The spawn master here is called &amp;quot;gdf_bridge_spawnmaster&amp;quot;, with a priority of 2. The strogg spawn master for the MCP objective is called &amp;quot;strogg_outpost_spawnmaster&amp;quot;, with a priority of 3.&lt;br /&gt;
&lt;br /&gt;
==== Entity keys ==== &lt;br /&gt;
&lt;br /&gt;
The following key pairs are used on each of the info_team_gdf_spawn entities:&lt;br /&gt;
&lt;br /&gt;
* {{keyname|owner}} {{keyvalue|gdf_bridge_spawnmaster}}&lt;br /&gt;
&lt;br /&gt;
* {{keyname|parachute}} {{keyvalue|1}}&lt;br /&gt;
&lt;br /&gt;
The following key pairs are used on each of the info_team_strogg_spawn entities:&lt;br /&gt;
&lt;br /&gt;
* {{keyname|owner}} {{keyvalue|strogg_outpost_spawnmaster}}&lt;br /&gt;
&lt;br /&gt;
* {{keyname|parachute}} {{keyvalue|1}}&lt;br /&gt;
&lt;br /&gt;
The following key pair is used on the GDF's info_spawn_master entity:&lt;br /&gt;
&lt;br /&gt;
* {{keyname|spawn_priority_gdf}} {{keyvalue|2}}&lt;br /&gt;
&lt;br /&gt;
The following key pair is used on the Strogg's info_spawn_master entity:&lt;br /&gt;
&lt;br /&gt;
* {{keyname|spawn_priority_strogg}} {{keyvalue|3}}&lt;br /&gt;
&lt;br /&gt;
=== Vehicles ===&lt;br /&gt;
&lt;br /&gt;
For the MCP objective the GDF have the following vehicles;&lt;br /&gt;
&lt;br /&gt;
* 1x deployable_spawn_badger named &amp;quot;gdf_bridge_badger&amp;quot; &lt;br /&gt;
* 1x deployable_spawn_husky named &amp;quot;gdf_bridge_husky&amp;quot;&lt;br /&gt;
&lt;br /&gt;
When the capturable spawn is activated by the GDF they granted; &lt;br /&gt;
&lt;br /&gt;
* 1x deployable_spawn_badger named &amp;quot;capturable_spawn_1_badger&amp;quot; &lt;br /&gt;
* 1x deployable_spawn_husky named &amp;quot;capturable_spawn_1_husky&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Vehicles are spawned at capturable spawns by targeting a deployable_spawn_&amp;lt;vehiclename&amp;gt; with the info_capturable_spawn_gdf entity we create in the next step.&lt;br /&gt;
The strogg have the following vehicles at their spawn;&lt;br /&gt;
&lt;br /&gt;
* 1x deployable_spawn_hog named &amp;quot;outpost_strogg_hog&amp;quot; &lt;br /&gt;
* 1x deployable_spawn_desecrator named &amp;quot;outpost_strogg_desecrator&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== GDF Capturable spawn ===&lt;br /&gt;
&lt;br /&gt;
Capturable spawns are essentially spawn masters that can be toggled by either team. Capturable spawns can be active or inactive at the start of an objective (For example at the start of Volcano a capturable spawn is active for GDF but not for Strogg) A GDF capturable spawn has been added across the bridge for use during the MCP objective by adding a [[info_capturable_spawn_gdf]] entity. It is called &amp;quot;info_capturable_spawn_gdf_1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Entity keys ====&lt;br /&gt;
&lt;br /&gt;
The following key pairs are used on the GDF's info_capturable_spawn_gdf entity:&lt;br /&gt;
&lt;br /&gt;
* {{keyname|spawn_priority_gdf}} {{keyvalue|3}}&lt;br /&gt;
: Spawn priority&lt;br /&gt;
* {{keyname|target_gdf1}} {{keyvalue|capturable_spawn_2_husky}}&lt;br /&gt;
: The first granted vehicle when GDF capture the spawn&lt;br /&gt;
* {{keyname|target_gdf2}} {{keyvalue|capturable_spawn_2_badger}}&lt;br /&gt;
: The second granted vehicle when GDF capture the spawn&lt;br /&gt;
&lt;br /&gt;
== Shield objective ==&lt;br /&gt;
&lt;br /&gt;
=== Spawn points ===&lt;br /&gt;
&lt;br /&gt;
Spawns have been placed at the outpost for the GDF. These will be available to the GDF once the outpost has been captured. The spawn master here is called &amp;quot;gdf_outpost_spawnmaster&amp;quot;, with a priority of 4. The strogg spawn master for the Shield generator objective is called &amp;quot;strogg_shield_spawnmaster&amp;quot;, with a priority of 2.&lt;br /&gt;
&lt;br /&gt;
==== Entity keys ==== &lt;br /&gt;
&lt;br /&gt;
The following key pairs are used on each of the info_team_gdf_spawn entities:&lt;br /&gt;
&lt;br /&gt;
* {{keyname|owner}} {{keyvalue|gdf_outpost_spawnmaster}}&lt;br /&gt;
&lt;br /&gt;
* {{keyname|parachute}} {{keyvalue|1}}&lt;br /&gt;
&lt;br /&gt;
The following key pairs are used on each of the info_team_strogg_spawn entities:&lt;br /&gt;
&lt;br /&gt;
* {{keyname|owner}} {{keyvalue|strogg_shield_spawnmaster}}&lt;br /&gt;
&lt;br /&gt;
* {{keyname|parachute}} {{keyvalue|1}}&lt;br /&gt;
&lt;br /&gt;
The following key pair is used on the GDF's info_spawn_master entity:&lt;br /&gt;
&lt;br /&gt;
* {{keyname|spawn_priority_gdf}} {{keyvalue|4}}&lt;br /&gt;
&lt;br /&gt;
The following key pair is used on the Strogg's info_spawn_master entity:&lt;br /&gt;
&lt;br /&gt;
* {{keyname|spawn_priority_strogg}} {{keyvalue|2}}&lt;br /&gt;
&lt;br /&gt;
=== Vehicles ===&lt;br /&gt;
&lt;br /&gt;
For the Shield generator objective the GDF have the following vehicles; &lt;br /&gt;
&lt;br /&gt;
* 1x deployable_spawn_badger named &amp;quot;gdf_outpost_badger&amp;quot;&lt;br /&gt;
* 1x deployable_spawn_husky named &amp;quot;gdf_outpost_husky&amp;quot;&lt;br /&gt;
* 1x deployable_spawn_titan named &amp;quot;gdf_outpost_titan&amp;quot;&lt;br /&gt;
* 1x deployable_spawn_trojan named &amp;quot;gdf_outpost_trojan&amp;quot;&lt;br /&gt;
* 1x deployable_spawn_bumblebee named &amp;quot;gdf_outpost_bumblebee&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Upon activating the capturable spawn the GDF are granted; &lt;br /&gt;
* 1x deployable_spawn_badger named &amp;quot;capturable_spawn_2_badger&amp;quot; &lt;br /&gt;
* 1x deployable_spawn_husky named &amp;quot;capturable_spawn_2_husky&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The strogg have the following vehicles;&lt;br /&gt;
&lt;br /&gt;
* 1x deployable_spawn_hog named &amp;quot;shield_strogg_hog&amp;quot; &lt;br /&gt;
* 2x deployable_spawn_icarus named &amp;quot;shield_strogg_icarus_1&amp;quot; and &amp;quot;shield_strogg_icarus_2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== GDF Capturable spawn ===&lt;br /&gt;
&lt;br /&gt;
A GDF capturable spawn has been added near the Shield for use during the Shield generator objective by adding a [[info_capturable_spawn_gdf]] entity. It is named &amp;quot;info_capturable_spawn_gdf_2&amp;quot;. This capturable spawn will be the default spawn for the GDF during the final objective.&lt;br /&gt;
&lt;br /&gt;
==== Entity keys ====&lt;br /&gt;
&lt;br /&gt;
The following key pairs are used on the GDF's info_capturable_spawn_gdf entity:&lt;br /&gt;
&lt;br /&gt;
* {{keyname|spawn_priority_gdf}} {{keyvalue|5}}&lt;br /&gt;
: Spawn priority&lt;br /&gt;
* {{keyname|target_gdf1}} {{keyvalue|capturable_spawn_1_husky}}&lt;br /&gt;
: The first granted vehicle when GDF capture the spawn&lt;br /&gt;
* {{keyname|target_gdf2}} {{keyvalue|capturable_spawn_1_badger}}&lt;br /&gt;
: The second granted vehicle when GDF capture the spawn&lt;br /&gt;
&lt;br /&gt;
== Destruction objective ==&lt;br /&gt;
&lt;br /&gt;
=== Spawn points ===&lt;br /&gt;
&lt;br /&gt;
During the final objective we will have the Strogg spawning in their base. Since this is the furthest back they spawn, the priority is 1. The spawn master here is called &amp;quot;strogg_base_spawnmaster&amp;quot;. The GDF will spawn at the previous capturable spawn.&lt;br /&gt;
&lt;br /&gt;
==== Entity keys ====&lt;br /&gt;
&lt;br /&gt;
The following key pair is used on the Strogg's info_spawn_master entity:&lt;br /&gt;
&lt;br /&gt;
* {{keyname|spawn_priority_strogg}} {{keyvalue|1}}&lt;br /&gt;
&lt;br /&gt;
=== Vehicles ===&lt;br /&gt;
&lt;br /&gt;
During the final objective the following Strogg vehicles spawn in their base;&lt;br /&gt;
&lt;br /&gt;
* 1x deployable_spawn_hornet&lt;br /&gt;
* 1x deployable_spawn_desecrator&lt;br /&gt;
* 1x deployable_spawn_hog&lt;br /&gt;
* 2x deployable_spawn_icaurus&lt;br /&gt;
&lt;br /&gt;
The GDF will have the vehicles granted to them by the capturable spawn near the shield generator since this now their default spawn.&lt;br /&gt;
&lt;br /&gt;
== Worldspawn keys ==&lt;br /&gt;
&lt;br /&gt;
The info_spawn_master entities require the following worldspawn keys;&lt;br /&gt;
&lt;br /&gt;
* {{keyname|&amp;quot;script_gdf_base_spawn&amp;quot;}} {{keyvalue|gdf_base_spawnmaster}}.&lt;br /&gt;
* {{keyname|&amp;quot;script_gdf_bridge_spawn&amp;quot;}} {{keyvalue|gdf_bridge_spawnmaster}}.&lt;br /&gt;
* {{keyname|&amp;quot;script_gdf_outpost_spawn&amp;quot;}} {{keyvalue|gdf_outpost_spawnmaster}}.&lt;br /&gt;
* {{keyname|&amp;quot;script_strogg_base_spawn&amp;quot;}} {{keyvalue|strogg_base_spawnmaster}}.&lt;br /&gt;
* {{keyname|&amp;quot;script_strogg_shield_spawn&amp;quot;}} {{keyvalue|strogg_shield_spawnmaster}}.&lt;br /&gt;
* {{keyname|&amp;quot;script_strogg_outpost_spawn&amp;quot;}} {{keyvalue|strogg_outpost_spawnmaster}}.&lt;br /&gt;
* {{keyname|&amp;quot;script_strogg_bridge_spawn&amp;quot;}} {{keyvalue|strogg_bridge_spawnmaster}}.&lt;br /&gt;
&lt;br /&gt;
The info_capturable_spawn_gdf entities require the following worldspawn keys;&lt;br /&gt;
&lt;br /&gt;
* {{keyname|&amp;quot;script_capturable_spawn_gdf_1&amp;quot;}} {{keyvalue|info_capturable_spawn_gdf_1}}.&lt;br /&gt;
* {{keyname|&amp;quot;script_capturable_spawn_gdf_2&amp;quot;}} {{keyvalue|info_capturable_spawn_gdf_2}}.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Entity info_spawn_master|info_spawn_master]]&lt;br /&gt;
* [[Entity info_team_gdf_spawn|info_team_gdf_spawn]]&lt;br /&gt;
* [[Entity info_team_strogg_spawn|info_team_strogg_spawn]]&lt;/div&gt;</summary>
		<author><name>DavidE</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Deployzones&amp;diff=3517</id>
		<title>Deployzones</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Deployzones&amp;diff=3517"/>
		<updated>2007-11-22T11:49:19Z</updated>

		<summary type="html">&lt;p&gt;DavidE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{first etqwmap toc}}&lt;br /&gt;
Deployzone entities are used to determine where territories exist within a map. They are brush based entities using the [[Common Textures#common/trigger|textures/common/trigger]] texture. A player can only deploy inside a deployzone volume that is active for their team (and only on green areas of the deploy mask.) Team base deployzones do not change over the course of match, whereas in most other cases deployzones are granted to the attacking team when an objective is completed.&lt;br /&gt;
&lt;br /&gt;
In the example map there are five deployzone entities;&lt;br /&gt;
&lt;br /&gt;
* gdf_base_deployzone&lt;br /&gt;
* bridge_deployzone&lt;br /&gt;
* outpost_deployzone&lt;br /&gt;
* shield_deployzone&lt;br /&gt;
* strogg_base_deployzone&lt;br /&gt;
&lt;br /&gt;
== Vehicles and deployzones ==&lt;br /&gt;
&lt;br /&gt;
The deployzones are also used to spawn vehicles for the attacking team when they gain territory. When the attacking team loses territory, any of their vehicles associated with the deployzone are destroyed. Vehicles are associated with deployzones by targeting deployable_spawn_&amp;lt;vehiclename&amp;gt; entities. In the example map you will see target paths, originating from the deployzone, leading to the vehicles.  &lt;br /&gt;
&lt;br /&gt;
== Entity keys ==&lt;br /&gt;
&lt;br /&gt;
=== gdf_base_deployzone ===&lt;br /&gt;
=== bridge_deployzone ===&lt;br /&gt;
=== outpost_deployzone ===&lt;br /&gt;
=== shield_deployzone ===&lt;br /&gt;
=== strogg_base_deployzone ===&lt;/div&gt;</summary>
		<author><name>DavidE</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Deployzones&amp;diff=3512</id>
		<title>Deployzones</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Deployzones&amp;diff=3512"/>
		<updated>2007-11-22T11:45:10Z</updated>

		<summary type="html">&lt;p&gt;DavidE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{first etqwmap toc}}&lt;br /&gt;
Deployzone entities are used to determine where territories exist within a map. They are brush based entities using the [[Common Textures#common/trigger|textures/common/trigger]] texture. A player can only deploy inside a deployzone volume that is active for their team (and only on green areas of the deploy mask.) Team base deployzones do not change over the course of match, whereas in most other cases deployzones are granted to the attacking team when an objective is completed.&lt;br /&gt;
&lt;br /&gt;
In the example map there are five deployzone entities;&lt;br /&gt;
&lt;br /&gt;
* gdf_base_deployzone&lt;br /&gt;
* bridge_deployzone&lt;br /&gt;
* outpost_deployzone&lt;br /&gt;
* shield_deployzone&lt;br /&gt;
* strogg_base_deployzone&lt;br /&gt;
&lt;br /&gt;
The deployzones are also used to spawn vehicles for the attacking team when they gain territory. When the attacking team loses territory, any of their vehicles associated with the deployzone are destroyed. &lt;br /&gt;
&lt;br /&gt;
== Entity keys ==&lt;br /&gt;
&lt;br /&gt;
=== gdf_base_deployzone ===&lt;br /&gt;
=== bridge_deployzone ===&lt;br /&gt;
=== outpost_deployzone ===&lt;br /&gt;
=== shield_deployzone ===&lt;br /&gt;
=== strogg_base_deployzone ===&lt;/div&gt;</summary>
		<author><name>DavidE</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Deployzones&amp;diff=3511</id>
		<title>Deployzones</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Deployzones&amp;diff=3511"/>
		<updated>2007-11-22T11:43:22Z</updated>

		<summary type="html">&lt;p&gt;DavidE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{first etqwmap toc}}&lt;br /&gt;
Deployzone entities are used to determine where territories exist within a map. They are brush based entities using the textures/common/trigger texture. A player can only deploy inside a deployzone volume that is active for their team (and only on green areas of the deploy mask.) Team base deployzones do not change over the course of match, whereas in most other cases deployzones are granted to the attacking team when an objective is completed.&lt;br /&gt;
&lt;br /&gt;
In the example map there are five deployzone entities;&lt;br /&gt;
&lt;br /&gt;
* gdf_base_deployzone&lt;br /&gt;
* bridge_deployzone&lt;br /&gt;
* outpost_deployzone&lt;br /&gt;
* shield_deployzone&lt;br /&gt;
* strogg_base_deployzone&lt;br /&gt;
&lt;br /&gt;
The deployzones are also used to spawn vehicles for the attacking team when they gain territory. When the attacking team loses territory, any of their vehicles associated with the deployzone are destroyed. &lt;br /&gt;
&lt;br /&gt;
== Entity keys ==&lt;br /&gt;
&lt;br /&gt;
=== gdf_base_deployzone ===&lt;br /&gt;
=== bridge_deployzone ===&lt;br /&gt;
=== outpost_deployzone ===&lt;br /&gt;
=== shield_deployzone ===&lt;br /&gt;
=== strogg_base_deployzone ===&lt;/div&gt;</summary>
		<author><name>DavidE</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Info_Objectives&amp;diff=3509</id>
		<title>Info Objectives</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Info_Objectives&amp;diff=3509"/>
		<updated>2007-11-22T11:40:26Z</updated>

		<summary type="html">&lt;p&gt;DavidE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{first etqwmap toc}}&lt;br /&gt;
Info_objective entities provide objective information to the player such as; &lt;br /&gt;
&lt;br /&gt;
* The objective description the player will see in the limbo menu and in game.&lt;br /&gt;
* The icon to display in the world &lt;br /&gt;
* The icon and objective number on the command map&lt;br /&gt;
&lt;br /&gt;
Their lateral position in the world determine the objective position on the command map. An info_objective has been placed for each of the four objectives in the example map. Their vertical position is not important, but for neatness just place them somewhere easily selectable. &lt;br /&gt;
&lt;br /&gt;
== Entity keys ==&lt;br /&gt;
&lt;br /&gt;
=== Bridge info_objective ===&lt;br /&gt;
&lt;br /&gt;
* {{keyname|objective_index}} {{keyvalue|0}} &lt;br /&gt;
: The game uses objective_index to determine which objective this is. First objective is 0, second is 1 ect.&lt;br /&gt;
* {{keyname|mtr_icon}} {{keyvalue|hud/icons/missionsystem/obj_build}} &lt;br /&gt;
: Icon used to represent the current objective.&lt;br /&gt;
* {{keyname|mtr_icon_number}} {{keyvalue|hud/objectives/marker_01}}&lt;br /&gt;
: Objective number to show on the command map. &lt;br /&gt;
* {{keyname|text_objective_gdf}} {{keyvalue|maps/valley/obj01_gdf}} &lt;br /&gt;
: Objective text for GDF.&lt;br /&gt;
* {{keyname|text_objective_strogg}} {{keyvalue|maps/valley/obj01_strogg}} &lt;br /&gt;
: Objective text for Strogg.&lt;br /&gt;
* {{keyname|text_short_objective_gdf}} {{keyvalue|maps/valley/obj01_gdf_short}}&lt;br /&gt;
: Shortened objective text for GDF. &lt;br /&gt;
* {{keyname|text_short_objective_strogg}} {{keyvalue|maps/valley/obj01_strogg_short}} &lt;br /&gt;
: Shortened objective text for Strogg. &lt;br /&gt;
* {{keyname|mtr_objective_gdf}} {{keyvalue|hud/icons/missionsystem/obj_build}} &lt;br /&gt;
: Icon used to represent the objective to the GDF. &lt;br /&gt;
* {{keyname|mtr_objective_gdf_desat}} {{keyvalue|hud/icons/missionsystem/obj_build_desat}}&lt;br /&gt;
: Icon used to represent an inactive objective to the GDF. &lt;br /&gt;
* {{keyname|mtr_objective_world_icon_gdf}} {{keyvalue|hud/icons/missionsystem/obj_build}}&lt;br /&gt;
: World icon used to represent the objective to the GDF.&lt;br /&gt;
&lt;br /&gt;
=== MCP info_objective ===&lt;br /&gt;
&lt;br /&gt;
=== Shield generator info_objective ===&lt;br /&gt;
&lt;br /&gt;
=== Destruction info_objective ===&lt;br /&gt;
&lt;br /&gt;
== Common entity keys ==&lt;br /&gt;
These are common entity key pairs across all info_objectives in all ETQW maps.&lt;br /&gt;
* {{keyname|icon_size_cm}} {{keyvalue|24}} &lt;br /&gt;
: Size of objective type icon on command map&lt;br /&gt;
* {{keyname|icon_size_number_cm}} {{keyvalue|24}} &lt;br /&gt;
: Size of objective number icon on command map&lt;br /&gt;
* {{keyname|icon_offset_cm}} {{keyvalue|8 8 0}}&lt;br /&gt;
: Offset of objective type icon on command map&lt;br /&gt;
And since strogg defend this map, they will get defend icons for each info_objective;&lt;br /&gt;
* {{keyname|mtr_objective_strogg}} {{keyvalue|hud/icons/missionsystem/obj_defend}}&lt;br /&gt;
: Icon used to represent the current objective to the Strogg &lt;br /&gt;
* {{keyname|mtr_objective_strogg_desat}} {{keyvalue|hud/icons/missionsystem/obj_defend_desat}}&lt;br /&gt;
: Icon used to represent an inactive objective to the Strogg &lt;br /&gt;
* {{keyname|mtr_objective_world_icon_strogg}} {{keyvalue|hud/icons/missionsystem/obj_defend}}&lt;br /&gt;
: World icon used to represent the current objective to the Strogg.&lt;/div&gt;</summary>
		<author><name>DavidE</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Necessary_map_declarations&amp;diff=3508</id>
		<title>Necessary map declarations</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Necessary_map_declarations&amp;diff=3508"/>
		<updated>2007-11-22T11:40:12Z</updated>

		<summary type="html">&lt;p&gt;DavidE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{first etqwmap toc}}&lt;br /&gt;
Here is a list of materials for assets created later on. Simply copy the text from the box below and save to {{filename|materials/yourmapname.mtr}} Don't forget to find/replace 'etqwmap' with yourmapname.&lt;br /&gt;
&lt;br /&gt;
 #include &amp;lt;materials/commandmaps.include&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 // ====================================================&lt;br /&gt;
 // ETQW Map Megatexture materials&lt;br /&gt;
 // ==================================================== &lt;br /&gt;
 &lt;br /&gt;
 material megatextures/etqwmap { useTemplate megatextures/default_ambient_spec&amp;lt; &amp;quot;etqwmap&amp;quot; &amp;gt; }&lt;br /&gt;
 material megatextures/etqwmap_noshadows { useTemplate megatextures/default_ambient_spec_noshadows&amp;lt; &amp;quot;etqwmap&amp;quot;  &amp;gt; }&lt;br /&gt;
             &lt;br /&gt;
 // ====================================================&lt;br /&gt;
 // ETQW Map Command map materials&lt;br /&gt;
 // ====================================================&lt;br /&gt;
  &lt;br /&gt;
 material commandmaps/etqwmap&lt;br /&gt;
 {&lt;br /&gt;
 	templates/game/maps/cmMap( &amp;quot;commandmaps/etqwmap.tga&amp;quot; )&lt;br /&gt;
  }&lt;br /&gt;
 &lt;br /&gt;
 // larger scale map for out of bounds area&lt;br /&gt;
 material commandmaps/etqwmap_oob&lt;br /&gt;
 {&lt;br /&gt;
 	templates/game/maps/cmMap( &amp;quot;commandmaps/etqwmap_oob.tga&amp;quot; )&lt;br /&gt;
 }&lt;br /&gt;
 &lt;br /&gt;
 material commandmaps/etqwmap_territory_01 { &lt;br /&gt;
 	templates/game/maps/cmIcon( makealpha( commandmaps/etqwmap/etqwmap_ter01.tga ) )&lt;br /&gt;
 }&lt;br /&gt;
 &lt;br /&gt;
 material commandmaps/etqwmap_territory_02 { &lt;br /&gt;
 	templates/game/maps/cmIcon( makealpha( commandmaps/etqwmap/etqwmap_ter02.tga ) )&lt;br /&gt;
 }&lt;br /&gt;
 &lt;br /&gt;
 material commandmaps/etqwmap_territory_03 {&lt;br /&gt;
 	templates/game/maps/cmIcon( makealpha( commandmaps/etqwmap/etqwmap_ter03.tga ) )&lt;br /&gt;
 }&lt;br /&gt;
 &lt;br /&gt;
 material commandmaps/etqwmap_territory_04 { &lt;br /&gt;
 	templates/game/maps/cmIcon( makealpha( commandmaps/etqwmap/etqwmap_ter04.tga ) )&lt;br /&gt;
 }&lt;br /&gt;
  &lt;br /&gt;
 material commandmaps/etqwmap_territory_05 { &lt;br /&gt;
 	templates/game/maps/cmIcon( makealpha( commandmaps/etqwmap/etqwmap_ter05.tga ) )&lt;br /&gt;
 }&lt;br /&gt;
 &lt;br /&gt;
 material levelshots/etqwmap { &lt;br /&gt;
  	 sort gui&lt;br /&gt;
 	{&lt;br /&gt;
  		blend blend&lt;br /&gt;
  		vertexColor&lt;br /&gt;
  		map nopicmip clamp	&amp;quot;levelshots/etqwmap&amp;quot;&lt;br /&gt;
 	}&lt;br /&gt;
 }&lt;br /&gt;
 &lt;br /&gt;
 material levelshots/thumbs/etqwmap { &lt;br /&gt;
 	 sort gui&lt;br /&gt;
 	{&lt;br /&gt;
 		blend blend&lt;br /&gt;
 		vertexColor&lt;br /&gt;
 		map nopicmip clamp	&amp;quot;levelshots/thumbs/etqwmap&amp;quot;&lt;br /&gt;
 	}&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
Here are the map definitions needed for a functioning map. Save these to def/yourmapname.def&lt;br /&gt;
&lt;br /&gt;
 #include &amp;quot;def/pathfinder.include&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 heightMap heightmaps/etqwmap {&lt;br /&gt;
 	heightMap &amp;quot;heightmaps/etqwmap.tga&amp;quot;&lt;br /&gt;
 }&lt;br /&gt;
 &lt;br /&gt;
 deployMask masks/etqwmap/mcp {&lt;br /&gt;
 	mask		&amp;quot;masks/etqwmap/mcp.tga&amp;quot;&lt;br /&gt;
 }&lt;br /&gt;
 &lt;br /&gt;
 deployMask masks/etqwmap/default {&lt;br /&gt;
 	mask		&amp;quot;masks/etqwmap/default.tga&amp;quot;&lt;br /&gt;
 }&lt;br /&gt;
 &lt;br /&gt;
 deployMask masks/etqwmap/mcp_route {&lt;br /&gt;
 	mask		&amp;quot;masks/etqwmap/mcp_route.tga&amp;quot;&lt;br /&gt;
 }&lt;br /&gt;
 &lt;br /&gt;
 deployMask masks/etqwmap/playzone {&lt;br /&gt;
 	mask		&amp;quot;masks/etqwmap/playzone.tga&amp;quot;&lt;br /&gt;
 }&lt;br /&gt;
 &lt;br /&gt;
 stringMap pathfinder_etqwmap {&lt;br /&gt;
 	_pathfinder_default( &amp;quot;etqwmap&amp;quot;, 20 )&lt;br /&gt;
 	&amp;quot;playzone_0&amp;quot;					&amp;quot;etqwmap_playzone_path_and_heightmap&amp;quot;&lt;br /&gt;
  	&amp;quot;resolution_x_playzone_0&amp;quot;		&amp;quot;1280&amp;quot;&lt;br /&gt;
  	&amp;quot;resolution_y_playzone_0&amp;quot;		&amp;quot;1280&amp;quot;		&lt;br /&gt;
 	&amp;quot;mg_resolution_x_playzone_0&amp;quot;	&amp;quot;1280&amp;quot;&lt;br /&gt;
 	&amp;quot;mg_resolution_y_playzone_0&amp;quot;	&amp;quot;1280&amp;quot;	&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
[[Category:Basic Level Design]]&lt;/div&gt;</summary>
		<author><name>DavidE</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Deployzones&amp;diff=3503</id>
		<title>Deployzones</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Deployzones&amp;diff=3503"/>
		<updated>2007-11-22T11:28:43Z</updated>

		<summary type="html">&lt;p&gt;DavidE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{first etqwmap toc}}&lt;br /&gt;
Deployzones are used to determine where territories exist within a map. They are brush based entities using the textures/common/trigger texture. A player can only deploy inside a deployzone volume that is active for their team (and only on green areas of the deploy mask.) Team base deployzones do not change over the course of match, whereas in most other cases deployzones are granted to the attacking team when an objective is completed.&lt;br /&gt;
&lt;br /&gt;
In the example map there are five deployzone entities;&lt;br /&gt;
&lt;br /&gt;
* gdf_base_deployzone&lt;br /&gt;
* bridge_deployzone&lt;br /&gt;
* outpost_deployzone&lt;br /&gt;
* shield_deployzone&lt;br /&gt;
* strogg_base_deployzone&lt;br /&gt;
&lt;br /&gt;
The deployzones are also used to spawn vehicles for the attacking team when they gain territory. When the attacking team loses territory, any of their vehicles associated with the deployzone are destroyed. &lt;br /&gt;
&lt;br /&gt;
== Entity keys ==&lt;br /&gt;
&lt;br /&gt;
=== gdf_base_deployzone ===&lt;br /&gt;
=== bridge_deployzone ===&lt;br /&gt;
=== outpost_deployzone ===&lt;br /&gt;
=== shield_deployzone ===&lt;br /&gt;
=== strogg_base_deployzone ===&lt;/div&gt;</summary>
		<author><name>DavidE</name></author>
		
	</entry>
</feed>