Q2PRO-X

Q2PRO-X 1.6 Beta 5 by ly — Q2PRO-X 1.6 Beta 5 Single Player and Mods Guide

The complete guide in HTML. The original DOCX is available from its documentation card.

Q2PRO-X 1.6 Beta 5 by ly

Q2PRO-X 1.6 Beta 5 Single Player and Mods Guide

Q2PRO-X document image

Project author: ly

The bundled game library, single-player experiments and mod support

English edition • Q2PRO-X 1.6 Beta 5 by ly • 2026-10-10


Contents

The entries are links: click one to jump to that section.

An important safety model

Where things are

1. Campaign and training

1.1. Ordinary single player

1.2. Single-player training

2. Single-player experiments

3. Item and monster randomizer

4. DM map training

5. Geometry deformation

6. Liquid swap

7. Monster appearance variants

8. Snakes and the Free World

9. Mods

9.1. Scanning and launching

9.2. The bridge for 32-bit mods

9.3. Mod config profiles

9.4. The mod command overlay

10. Practical recipes

11. What the experiments do not do


An important safety model

Q2PRO-X uses a game library of its own:

baseq2\q2pro-x\gamex86_64.dll

The stock game library in baseq2 is never overwritten. The single-player experiments run through the Q2PRO-X library and are meant for local single player only: deathmatch 0, one client, no remote online play and no effect on anyone else's servers.

No experiment in this guide changes server rules, works in an online match, or gives an advantage online.

Where things are

WhatMenu path
Campaign, skill, savesMain menu → Play offline
Single-player trainingMain menu → Play offline → Q2PRO-X / Single Player Training
Single-player experimentsIn-game menu → Q2PRO-X / Single Player Experiments
Mod command overlayMain menu → Online Play Setup → Mod Command Overlay



1. Campaign and training

1.1. Ordinary single player

Play offline

TypeSectionRowVariable or targetWhat it does
SectionCampaignCampaign
NavigationCampaigneasySkill 0; deathmatch 0; coop 0; maxclients 1; newgameStart a new single-player game.
NavigationCampaignmediumSkill 1; deathmatch 0; coop 0; maxclients 1; newgameStart a new single-player game.
NavigationCampaignhardSkill 2; deathmatch 0; coop 0; maxclients 1; newgameStart a new single-player game.
NavigationCampaignnightmareSkill 3; deathmatch 0; coop 0; maxclients 1; newgameStart a new single-player game.
SectionExperimentsExperiments
NavigationExperimentsDM Map Training...q2prox_sp_training_rootOpen DM-map training: play multiplayer maps in local single player with monsters and optional scoring.
NavigationExperimentsSingle Player Experiments...q2prox_sp_experimentsOpen local single-player experiments: spawn mutators, DM-map training, monster visual variants, and geometry deformation.
SectionSaves & ProfileSaves & Profile
NavigationSaves & ProfileLoad game...loadgameLoad a saved single-player game from a slot.
NavigationSaves & ProfileSave game...savegameSave the current single-player game to a slot.
NavigationSaves & ProfilePlayer setup (Q2PRO-X)q2prox_player_identityEdit name / skin / handedness / fov via Q2PRO-X DSL rows.
NavigationSaves & ProfilePlayer setup (3D preview)playersBuilt-in player setup page with the 3D player model preview.

1.2. Single-player training

Q2PRO-X / Single Player Training

TypeSectionRowVariable or targetWhat it does
SliderSkillskillQuake II difficulty for the next loaded map. Higher skill also allows stronger monsters in DM training. Applies immediately.
NavigationMap selection...q2prox_sp_training_map_picker
NavigationTraining settings...q2prox_sp_dm_training
NavigationCancelforcemenuoff

A separate page lets you pick the map to train on.


2. Single-player experiments

Q2PRO-X / Single Player Experiments

TypeSectionRowVariable or targetWhat it does
SectionModesModes
NavigationModesItem and Monster Randomizerq2prox_sp_mutatorRandomize item and monster classes when a map is loaded. Seed 0 gives a fresh layout every load; non-zero seed repeats the same layout.
NavigationModesDM Map Trainingq2prox_sp_dm_trainingPlay DM maps in local single player with monsters spawned at multiplayer start points, optional respawn and optional scoring.
NavigationModesGeometry Deformationq2prox_sp_geo_deformVisually changes the level mesh for local single player: uneven surfaces, stronger geometry variation, and optional rounded corners. Movement and collision stay original.
NavigationModesMonster Appearance Variantsq2prox_sp_monster_variantsMake repeated monsters look like different individuals: subtle size and color variation, with feet kept planted on the floor. Local single player only; no gameplay or hitbox changes.
NavigationModesLiquid Swapq2prox_sp_liquid_swapReplace water with lava (or lava with water) in local single player: real damage, physics, material and AVFX. Off by default; no effect in deathmatch/coop/demo.
SectionMonstersMonsters
ToggleMonstersFree Worldcl_sp_free_worldIdle monsters walk around the level instead of standing still until they see you. They walk, never run, and go where they are facing. Ambush monsters and patrols wander too - that is the point. Off by default. Local single player only. Applies immediately.
ToggleMonstersSkill-based monster speedcl_sp_monster_skill_speedApplies DM-training-like skill speed (1x/1.5x/3x/5x at skill 0/1/2/3) to ordinary local single-player campaign monsters. Off by default. Does not affect deathmatch, coop, demo, or DM-training maps. Applies immediately.
SliderMonstersSkill speed intensitycl_sp_monster_skill_speed_scaleStrength of the skill speed multiplier above 1.0x. Default 1.0 = exact P1d table; 0.5 = half the additional speed. 2.0 = Double the additional speed. Applies immediately.
SectionLightningLightning
ToggleLightningLightning damages monsterscl_sp_avfx_lightning_damageLightning radial-damages nearby monsters in local single-player and DM-training. Off by default. No effect in deathmatch / coop / demos / remote multiplayer. Player and items not damaged. Bosses included by default. (Mirrored from AVFX / Storm & Sky for convenience.) Applies immediately.
SliderLightningLightning damage amountcl_sp_avfx_lightning_damage_amountDamage at strike center (rocket-class default 120). Falls off to ~25% at the radius edge. Tougher monsters survive more strikes. Applies immediately.
SliderLightningLightning damage radiuscl_sp_avfx_lightning_damage_radiusDamage radius in world units (default 800, ~5x grenade launcher splash). Damage falls off with distance from strike center. Applies immediately.
ToggleLightningRequire line of sightcl_sp_avfx_lightning_damage_losRequire line-of-sight from strike point to monster center: lightning does not hurt monsters behind thick walls (MASK_SOLID trace). Applies immediately.
ToggleLightningLightning breaks objectscl_sp_avfx_lightning_damage_breakablesAllow AVFX lightning to damage nearby explosive barrels (misc_explobox) and breakable func_explosive brushes using the same amount/radius/falloff settings as monster lightning damage. Off by default. Doors, buttons, triggers and scripted entities are never affected. Applies immediately.
SectionContacts & DiagnosticsContacts & Diagnostics
NavigationContacts & DiagnosticsMonster AVFX contacts...q2prox_avfx_monster_contactsMonster AVFX contacts: footprints on snow, puddle ripples, landing splashes (local SP / DM-training).
NavigationContacts & DiagnosticsMutator info...svPrint active mutation mode, seed, map name, and per-load mutation counters.

Every section below opens from that page.



3. Item and monster randomizer

The randomizer changes item and monster classes when a map loads. A seed of 0 gives a fresh layout on every start; a non-zero seed repeats the same layout.

Q2PRO-X / Single Player — Item and Monster Randomizer

TypeSectionRowVariable or targetWhat it does
SectionItemsItems
ToggleItemsRandomize itemscl_sp_mutate_itemsReplace item pickups when a single-player map is loaded. Keys are never replaced; scripted items stay protected by default.
ListItemsItem modecl_sp_mutate_item_modeChooses how freely items may change: same family, combat-related families, or full chaos for any non-key item. [Same category / Combat set / Chaos]
SliderItemsItem categoriescl_sp_mutate_item_catsItem category mask: 1 armor, 2 ammo, 4 weapons, 8 powerups, 16 health; 31 means all categories.
SectionMonstersMonsters
ToggleMonstersRandomize monsterscl_sp_mutate_monstersReplace monster classes when a single-player map is loaded. Bosses and scripted monsters stay protected unless explicitly allowed.
ListMonstersMonster modecl_sp_mutate_monster_modeChooses how far monster replacements may move by strength: same strength, nearby strength, or chaos. [Same strength / Nearby strength / Chaos]
SectionLayout & poolLayout & pool
SliderLayout & poolLayout seedcl_sp_mutate_seed0 gives a fresh random layout every map load. Non-zero values repeat the same layout for testing or sharing.
ToggleLayout & poolAffect scripted entitiescl_sp_mutate_allow_linked_entitiesAlso replace scripted or connected entities. Leave off for normal play, because some maps can become impossible to finish.
ToggleLayout & poolBosses in poolcl_sp_mutate_allow_bossesAllow boss monsters in the replacement pool. This can sharply raise difficulty.
SectionDestruction (AVFX)Destruction (AVFX)
ToggleDestruction (AVFX)Lightning breaks objectscl_sp_avfx_lightning_damage_breakablesMirror of AVFX / Storm Settings: allow AVFX lightning to damage nearby explosive barrels (misc_explobox) and breakable func_explosive brushes. Uses the lightning damage amount/radius/LOS settings. Off by default; doors, buttons, triggers and scripted entities are never affected. Applies immediately.
ToggleDestruction (AVFX)Meteors hit monsterscl_sp_avfx_meteor_impact_damageMirror of AVFX / Impact Meteors: meteor damage to monsters in SP / SP-training. Off by default.
ToggleDestruction (AVFX)Meteors break objectscl_sp_avfx_meteor_impact_damage_breakablesMirror of AVFX / Impact Meteors: meteor detonates misc_explobox + damages func_explosive.
NavigationDestruction (AVFX)Applies on next map commandechoApply the current settings on the next map load. Start a fresh map via the standard game menu or map <name>.
NavigationDestruction (AVFX)Mutator info...svPrint active mutation mode, seed, map name, and per-load mutation counters.

Keys and story progression items are protected. For an ordinary playthrough, do not enable linked entities unless you are ready for the map to become impossible to finish.


4. DM map training

Training lets you play multiplayer maps locally on your own, with monsters on the player spawn points.

cl_sp_mutate_dm_training 1

map q2dm1

Q2PRO-X / Single Player — DM Map Training

TypeSectionRowVariable or targetWhat it does
SectionBasicsBasics
ToggleBasicsEnable trainingcl_sp_mutate_dm_trainingPopulates suitable DM maps with monsters at multiplayer spawn points when loaded in local single player.
SliderBasicsMonster countcl_sp_mutate_dm_countDesired number of training monsters. The map's spawn point count can limit the final number.
SectionRespawnRespawn
ToggleRespawnRespawn dead monsterscl_sp_mutate_dm_respawnRespawn dead training monsters at a free DM spawn point after the configured delay. Skips points too close to the player or another live training monster.
SliderRespawnRespawn delaycl_sp_mutate_dm_respawn_delaySeconds between a training monster's death and its respawn. Only when respawn is on. Minimum 1.
ToggleRespawnRespawn itemscl_sp_mutate_dm_respawn_itemsWhen SP DM-training is active, weapons, armor, health, ammo and powerups respawn at their original pickup points like in multiplayer. Keys, dropped items and scripted progression items never respawn. Default ON.
SectionScoringScoring
ToggleScoringScoring modecl_sp_mutate_dm_scoreEnables a score-based training round: kills give points, monster damage subtracts points, player death ends the round.
SliderScoringScore targetcl_sp_mutate_dm_score_limitScore needed to win the round.
SliderScoringDamage penaltycl_sp_mutate_dm_score_damage_scaleHow strongly monster damage subtracts score. 0 disables the damage penalty.
ToggleScoringShow scorecl_sp_mutate_dm_score_hudShows the current score and round state on the HUD.
SliderScoringScore Xcl_sp_mutate_dm_score_hud_xHorizontal position of the score display. Applies immediately.
SliderScoringScore Ycl_sp_mutate_dm_score_hud_yVertical position of the score display. Applies immediately.
SectionSpawn & poolSpawn & pool
SliderSpawn & poolMin player distancecl_sp_mutate_dm_min_player_distMinimum distance in Q2 units between a (re)spawn point and the player. Closer points are skipped.
SliderSpawn & poolMin monster distancecl_sp_mutate_dm_min_monster_distMinimum distance in Q2 units between two simultaneously-living training monsters.
ToggleSpawn & poolHeavy monsterscl_sp_mutate_dm_allow_heavyAllow heavy monsters in the training pool.
ToggleSpawn & poolBoss monsterscl_sp_mutate_dm_allow_bossesAllow boss monsters in the training pool.
NavigationSpawn & poolApplies on next map commandechoApply the current DM training settings on the next map load. Start a fresh DM map via the console (map q2dm1 etc.) or game menu.
NavigationSpawn & poolMutator info...svPrint DM training status, spawn point count, alive/target monster counts, and skip counters.

The sv sp_mutator_info command prints the state, the target and alive monster counts, the number of spawn points and the skip counters. The sp_dm_restart command restarts the current training round with the current settings.



5. Geometry deformation

Deformation visually changes the level's surface: bumps, tilt, noise, rounded corners. It is render-only: movement, collision, saves, the AI and the game logic remain original.

Q2PRO-X / Single Player — Geometry

TypeSectionRowVariable or targetWhat it does
SectionBasicsBasics
ToggleBasicsDeform geometrycl_sp_geo_deformTurns visual level deformation on or off for local single player. Movement, collision, saves and server logic stay unchanged. Applies immediately.
SliderBasicsDeformation strengthcl_sp_geo_deform_presetOverall geometry variation. 0 turns the feature off. Higher values make the level shape more visibly uneven, up to the safe maximum at 100. Applies immediately.
SliderBasicsVariation seedcl_sp_geo_deform_seedRepeatable variation seed. Same map, seed and settings give the same visual shape; changing it rerolls the level look. Applies immediately.
ToggleBasicsAVFX follows surfacecl_sp_geo_deform_avfx_syncLets AVFX visual overlays such as puddles, snow and rings follow the changed visible surface where possible. Applies immediately.
SectionRounded cornersRounded corners
ToggleRounded cornersRound cornerscl_sp_geo_round_edgesAdds visual rounded corners to suitable static wall edges. Moving platforms, liquids, sky and transparent surfaces are left untouched. Applies immediately.
SliderRounded cornersCorner roundnesscl_sp_geo_round_edges_amountHow strongly corners are rounded. 0 hides the rounded surfaces; 100 uses the full selected radius. Applies immediately.
SliderRounded cornersCorner radiuscl_sp_geo_round_edges_radiusApproximate width of rounded corners in world units. Short edges are limited automatically. Applies immediately.
SliderRounded cornersCorner smoothnesscl_sp_geo_round_edges_segmentsSmoothness of rounded corners. Higher values look smoother but add more geometry. Applies immediately.
SliderRounded cornersCorner angle thresholdcl_sp_geo_round_edges_angle_thresholdWhich angles are sharp enough to receive rounding. Higher values affect fewer, sharper corners. Applies immediately.
SectionManual displacementManual displacement
SliderManual displacementLarge displacementcl_sp_geo_deform_strengthManual broad displacement amount. Usually controlled by the main strength row above. Applies immediately.
SliderManual displacementSurface tiltcl_sp_geo_deform_tiltManual surface tilt amount. Higher values make surfaces lean more. Applies immediately.
SliderManual displacementFine roughnesscl_sp_geo_deform_noiseManual fine roughness. Lower it if very small visual noise is unwanted. Applies immediately.
SectionServiceService
NavigationServiceApply now...sp_geo_deform_applyRebuild the visible level geometry immediately with the current settings.
NavigationServiceGeometry info...sp_geo_deform_infoPrint current geometry settings and rebuild counters to the console.


6. Liquid swap

The swap exchanges water and lava in local single player. It is not cosmetic: damage, physics, material and AVFX contacts follow the effective liquid.

Q2PRO-X / Single Player — Liquid Swap

TypeSectionRowVariable or targetWhat it does
ToggleWater to lavacl_sp_mutate_water_to_lavaWater becomes real lava in local SP: lava damage, physics and lava material/visuals. Off by default. No effect in deathmatch/coop/demo. Applies immediately.
ToggleLava to watercl_sp_mutate_lava_to_waterLava becomes water in local SP: no lava damage, water physics and water material/visuals. Off by default. If both directions are ON, real BSP water becomes lava and real BSP lava becomes water independently. Applies immediately.
ToggleSwap visualscl_sp_mutate_liquid_swap_visualsRender the swapped liquid with the effective material (former water shows the lava texture). Requires cl_avfx 1 for the full enhanced look. Applies immediately.
ToggleSwap AVFX contactscl_sp_mutate_liquid_swap_avfxMake AVFX contacts follow the effective liquid: weapon/rain/snow on former water use lava effects (and vice versa). Requires cl_avfx 1. Applies immediately.
ToggleLiquid swap debugcl_sp_mutate_liquid_swap_debugPrint one diagnostic line when a liquid-swap cvar changes. For testing only. Applies immediately.
NavigationLiquid swap info...svPrint liquid swap status: effective mode, gate, and toggles.

If you enable both directions, the original water becomes lava and the original lava becomes water, independently of each other.


7. Monster appearance variants

Appearance variants make repeated monsters look different: scale, tint, shape and asymmetry. This is also render-only, with no change to hitboxes, collision, behaviour, damage or pathing. Feet are kept on the floor, so a size change never looks like levitation.

Q2PRO-X / Single Player — Monster Appearance

TypeSectionRowVariable or targetWhat it does
SectionBasicsBasics
ToggleBasicsEnable monster variantscl_sp_monster_variantsMaster switch: makes repeated monster instances visibly different by size and color in local single player. No gameplay or hitbox changes. Applies immediately.
SliderBasicsVariant seedcl_sp_monster_variant_seedVariation seed. Same map, seed and settings give the same visual layout; 0 reshuffles on every map load. Applies immediately.
SliderBasicsOverall strengthcl_sp_monster_variant_strengthOverall strength of all variation. 0 disables variation; 100 uses the full configured range. Applies immediately.
SectionSizeSize
ToggleSizeAuto size variationcl_sp_monster_variant_auto_scaleVary overall body size of each monster within the min/max range below, with feet kept planted on the floor. Applies immediately.
SliderSizeMinimum model sizecl_sp_monster_variant_scale_minSmallest monster size as a multiplier of original (0.85 = 85%). Extreme values are an experimental setting. Applies immediately.
SliderSizeMaximum model sizecl_sp_monster_variant_scale_maxLargest monster size as a multiplier of original (1.20 = 120%). Extreme values are an experimental setting. Applies immediately.
SectionColor & shapeColor & shape
SliderColor & shapeColor variationcl_sp_monster_variant_colorHow strongly monsters get tinted into different colors. Keep low to preserve readability; high values are stylized. Applies immediately.
SliderColor & shapeBody shape variationcl_sp_monster_variant_shapePer-monster body proportion variation (torso/head/leg radial width). Render-only; no hitbox/collision changes. MD2 and MD5 monsters supported. Applies immediately.
SliderColor & shapeAsymmetrycl_sp_monster_variant_asymmetryMild left/right asymmetric lean per monster instance. Subtle by default; high values look obviously crooked. Applies immediately.
SectionBosses & serviceBosses & service
ToggleBosses & serviceApply to bossescl_sp_monster_variant_apply_bossesAlso apply variants to boss-class monsters. Off by default because bosses are designed to look distinct already. Applies immediately.
NavigationBosses & serviceMonster variants info...sp_monster_variants_infoPrint master state, gate reason, current seed, and per-frame / per-map classification counters.



8. Snakes and the Free World

AVFX wildlife genuinely participates in single player:

snakes interact with puddles, level water and grass: they create waves and a trail, part the grass and leave blood on the real surface;
in local single player, snakes can attack the player and monsters;
monsters notice snakes, attack them with ordinary weapons and answer a bite; armor, damage, the real contact distance and the physical path are all accounted for;
after a fight, monsters safely return to their ordinary goal.

The Free World mode lets idle monsters walk the level, hear events, work around obstacles and join fights in progress.

Those settings live in the AVFX wildlife pages; see the AVFX advanced features guide for details.


9. Mods

9.1. Scanning and launching

The mods menu scans local game folders. Native 64-bit mods launch directly.

VariableAccepted valuesDescription
cl_q2prox_modscan0=no scan (Mods menu shows only baseq2) / 1=scan mod folders (default)Scan first-level mod folders at startup for a Quake II game DLL and cache the result, feeding the guided "Mods..." menu. For each folder it prefers a native 64-bit game DLL (gamex86_64.dll) and otherwise accepts a legacy 32-bit gamex86.dll, which the menu marks (bridge) since it runs through the Win64->Win32 bridge. The PE machine word is read off disk only (never LoadLibrary, never the bridge helper) and results are cached in baseq2/q2pro-x/mods_cache.dat with a size+mtime fast path so repeated startups don't rehash unchanged DLLs. 1 = scan on startup / when the Mods menu opens (default). 0 = no automatic scanning; the Mods menu then shows only baseq2 (local). Diagnostics: modscan_info, modscan_refresh. Archived in the global Q2PRO-X config.

9.2. The bridge for 32-bit mods

Legacy 32-bit game libraries are served by a helper executable:

baseq2\q2pro-x\utils\q2pro-x-bridge32.exe

That file is part of the release. It lives specifically in the utils subdirectory and is not in the root. If the bridge is missing, 32-bit mod support counts as broken packaging rather than a missing capability.

The modscan_info command prints the mods that were found, stating which launch path each one has: native 64-bit, or through the bridge.

9.3. Mod config profiles

Importable and custom configuration profiles are available for baseq2, OpenTDM and OpenFFA, with manual loading and an optional default assignment.

A profile is a temporary runtime layer. On a mod change the original state is restored, and the profile's contents are never written into the managed Q2PRO-X configs.

9.4. The mod command overlay

The overlay shows the current mod's commands right in the game.

Mod Command Overlay

TypeSectionRowVariable or targetWhat it does
SectionAppearanceAppearance
SliderAppearanceOpacitycl_modhelp_alphaMod command overlay background opacity. Applies immediately.
SliderAppearanceText scalecl_modhelp_scaleOverlay font / UI scale (0.1..2.0); 1.0 default. Applies immediately.
ToggleAppearanceCompact modecl_modhelp_compactCompact row layout so more command entries fit at once. Applies immediately.
ToggleAppearanceFullscreencl_modhelp_fullscreenExpand the overlay to full screen instead of a compact pane. Applies immediately.
ToggleAppearanceShow aliasescl_modhelp_show_aliasesShow the aliases page (alternative names for commands). Applies immediately.
SectionCategoriesCategories
ToggleCategoriesShow generalcl_modhelp_show_generalShow the general commands page (available to any connected player). Applies immediately.
ToggleCategoriesShow spectatorcl_modhelp_show_spectatorShow the spectator commands page (observer / chase-cam / scoreboard). Applies immediately.
ToggleCategoriesShow teamcl_modhelp_show_teamShow the team / captain commands page (join, captain actions, weapon drops). Applies immediately.
ToggleCategoriesShow statscl_modhelp_show_statsShow the stats commands page (personal and match statistics). Applies immediately.
ToggleCategoriesShow votingcl_modhelp_show_votingShow the voting commands page (callvote / options / time left). Applies immediately.
ToggleCategoriesShow admincl_modhelp_show_adminShow the admin commands page (server management). Applies immediately.
SectionBehaviorBehavior
ListBehaviorOverlay rolecl_modhelp_roleRole filter: auto detects from server state; the rest force a role view to preview its commands. Applies immediately. [auto / player / spectator / caster / captain / admin]
ListBehaviorUnavailable rowscl_modhelp_unavailableCommands unavailable in the current role: show / gray (dimmed) / hide. Applies immediately. [show / gray / hide]
ToggleBehaviorConfirm dangerouscl_modhelp_confirm_dangerousAsk for inline confirmation before running dangerous commands (kickban, map reload). Applies immediately.
ToggleBehaviorPrefer context pagecl_modhelp_prefer_context_pageOn open, auto-pick the page matching your context (team/spectator/admin) instead of the last page. Applies immediately.
SectionDisplayDisplay
ToggleDisplayShow row badgescl_modhelp_show_badgesShow role / danger / category badges next to each command row. Applies immediately.
ToggleDisplayKeep last pagecl_modhelp_keep_pageRemember the last opened page across close/reopen this session. Applies immediately.
ToggleDisplayShow pinned firstcl_modhelp_show_pinnedOpen the overlay on the pinned commands page first. Applies immediately.
ToggleDisplayUse local overridescl_modhelp_use_localPrefer the local override database over server-provided help. Applies immediately.
SectionActions & keysActions & keys
NavigationActions & keysToggle overlay...modhelp_toggleToggle mod overlay on/off
KeyActions & keysOverlay toggle keymodhelp_toggleBind a key to toggle the mod-command overlay.
KeyActions & keysSearch keymodhelp_searchBind a key that focuses the overlay search box.



10. Practical recipes

TaskWhat to do
Play the campaign normallyPlay offline → choose a skill
Practise on a duel mapSingle-player training, then pick a map
Make a familiar map unfamiliarThe randomizer with seed 0
Repeat the same layout tomorrowSet a non-zero seed and write it down
Change the look of a level without breaking itGeometry deformation: it is visual only
Turn a level into hellSwap water for lava — with real damage
Run an old 32-bit modThe mods menu; the bridge engages by itself


11. What the experiments do not do

They do not work in an online match and do not affect anyone else's servers.
They do not modify the stock game library in baseq2.
Geometry deformation and monster appearance do not change collision, hitboxes, damage or behaviour.
The randomizer does not touch keys or story progression items.