The Worldspawn Entity
  The worldspawn entity is the core of the .map file structure. All world brushes appear within the context of the worldspawn entity.  Quetoo adds several new properties to the worldspawn entity which impact everything from atmospheric weather to gameplay modes to lightmap resolution.
Runtime Variables
The following worldspawn keys are resolved at runtime, and may be overridden at the server operator's discretion via maps.lst.
- message
- The map title string, e.g. ^2S^7tress ^2F^7ractures by ^2J^7ester. Color escape sequences are supported. Avoid newline characters.
- sky
- The skybox prefix, e.g. unit1_,thundersky_, etc..
- weather
- Atmospheric weather type for the level. Valid values are none, rain, snow. You may also append fog, and optionally a fog color specified as rgb floating point numbers, e.g. rain fog 1.0 0.9 0.8. A fourth fog component will modify the dog density, e.g.rain fog 1.0 0.9 0.8 0.7.
- gravity
- The world gravity constant for the level, defaults to 800.
- gameplay
- The default gameplay type for the level. One of deathmatch, instagib, or rocket arena.
- teams
- Controls teams play. 0is off,1is on, and2tries to enforce balanced teams.
- ctf
- Controls capture the flag. 0is off,1is on, and2tries to enforce balanced teams.
- match
- Controls match mode, where players must ready-up for a match to begin. 0is off,1is on.
- frag_limit
- Specifies maximum score a player may reach before an intermission.
- round_limit
- Specifies the maximum rounds played before an intermission. Usually used in conjunction with rocket arena gameplay.
- capture_limit
- Specifies the maximum captures to transpire before an intermission. Only useful for ctf levels.
- time_limit
- Specifies maximum time, in minutes, that will transpire before an intermission.
- give
- A comma-delimited items list which each player will receive upon respawn, e.g. rocket launcher, super shotgun.
Compile-time Variables
The following worldspawn keys are resolved at compile time, and must be set before BSP compilation.
- ambient_light
- Specifies ambient light, or the minimum global lighting value for all light samples, as an rgb color, e.g. 0.07 0.06 0.06. A small ambient factor is recommended for most levels.
- brightness
- Controls light scale. This is used to uniformly brighten or darken your level. 1.0is default, all positive floating point values are valid.
- contrast
- Controls light contrast. This can be used to create darker dark areas and lighter light areas. The default value is 1.0. Values significantly higher than1.0are not recommended.
- lightmap_scale
- Controls lightmap resolution, which is relative to texture size. Default is .0625(1/16). A value of0.125will produce sharper lightmaps, but will lengthen your static lighting compile times and increase the size of your BSP. For0.25scale diffuse textures, the defaultlightmap_scaleis recommended.
- saturation
- Controls light saturation, or color influence. This can be used to make a level look more colorful, or more pale. The default value is 1.0. Values from0.5to3.0are most useful.
- subdivide
- Controls maximum surface size for the bsp stage of the compile. Generally, the default value 1024is recommended. Lower values may reduce artifacts, while higher values may reducer_speeds.
- sun_angles
- Controls sunlight direction, specified as pitch and yaw in degrees, e.g. -80 220.
- sun_color
- Controls sunlight color, specified as rgb floating point values, e.g. 1.0 0.9 0.8.
- sun_light
- Controls sunlight intensity. Values from 0to255are valid,40to150typically produce best looking results.