Creating Sound Importing sound into your map can greatly affect the mood and atmosphere. By adding environmental sounds player immersion can be greatly affected and create realism. The main rule for using sound is try to keep the size of your file at a minimum preferably in a loop that will give the desired effect but keep your map size down. Music and sound effects in Quake3 are used in the .wav file format. You can get these sounds by ripping your own personal library of music - recordings or paruse the Net for sound loops that will do the trick for your map. Warning! If you decided to use copyrighted material your at risk of receiving a nasty letter from legal council asking you to remove the file or face legal action. With that out of the way select the area of your map where the sound will be. Then right click on that area and select "target speaker". A box will appear like the shot above and hit the "n" key to bring up the entity window. Go to the key field and enter "noise" and in the value field enter the pathway of the sound file that you wish to use. You'll need to create a folder named "sound" in your baseq3 directory and within that folder make an additional folder that will have your map name. This is where the .wav file will need to go. The file path in the value key should look like this. "sound/mymap/ mysound.wav". The options in the entity menu are as follows when the appropriate check boxes are flagged. 1. LOOPED ON - The sound will play continuously. 2. LOOPED OFF - The sound will play only once. 3. GLOBAL - The sound will play in the whole map. 4. ACTIVATOR - The sound will play with an event. Most of you will just use the "LOOPED ON" function to create a sound effect that will be specific to the area of your map that will add the desired mood . My only plea though is that you refrain from torturing the community with any Milli Vanilli tunes. Thanks in advance, Bubba :}