Q2PRO-X 1.6 Final by ly
Simplifying map visuals
Project author: ly
Patterns, colours and brightness for walls, floors and ceilings.
English edition • Q2PRO-X 1.6 Final by ly • November 7, 2026
Contents
The entries are links: click one to jump to that section.
Interaction with other rendering settings
Visual simplification
Make walls, floors, ceilings, stairs, doors and lifts easier to read during multiplayer games. Only level architecture changes. Players, corpses, monsters, held weapons, pickups, projectiles, armor, health and other models retain their skins, highlights, outlines, bloom and model-group modulation.
Sky, liquids, puddles, particles, beams, contact blood, impact marks, snow, rain and independent AVFX objects retain their own settings. Surface-material layers remain above the simplified architectural base.
The mode works in multiplayer, local games and demos without server changes. It defaults to off. Settings are global across mods and servers and survive a restart.
Where to find it
Both links open the same controls.
Main page
Solid surfaces replace texture detail with a base color while preserving lighting. Checkerboard alternates two colors. Grid draws lines in the second color. Monochrome retains texture detail but removes texture and light color. Stepped lighting quantizes illumination into a chosen number of levels. Floor / walls / ceiling uses separate colors by orientation; walkable slopes count as floors.
Colors and pattern
Only controls relevant to the selected style are shown. Choose named palette colors or set Red, Green and Blue channels from 0 to 255. The palette displays Custom when the channels do not match a named color.
Base color is used by solid, checkerboard, grid and stepped-lighting styles. Second color supplies alternate cells or grid lines. Pattern scale is in world units; grid width is a percentage of cell size. Patterns stay attached to moving doors and lifts, and distant cells blend to reduce shimmer. Separate floor, wall and ceiling colors have their own page.
Lighting
Interaction with other rendering settings
Transparent glass and grates retain their opacity and openings. AVFX surface layers such as dampness, vegetation and coatings remain above the simplified base; separate creatures, particles and marks retain their own appearance. Reflections show the simplified architecture and unchanged models. Post-effects can still affect the completed picture.
The mode requires the normal GLSL renderer (gl_shaders 1). Enabling or disabling it prepares the corresponding shaders and may briefly show shader loading. It is a visibility option, not a guarantee of higher performance: AVFX continues to run.
Console
The settings use gl_world_style_*: enable, mode, strength, color channels, scale, grid width, modulation, contrast, light color and levels. Use the console or Cvar Browser for each variable's current value and limits.
gl_world_style_reset resets settings except Enable. gl_world_style_status reports what the mode rendered in the last frame.
The map with visual simplification disabled.
Simplified map architecture; players and items retain their own appearance.
Separate colour controls for floors, walls and ceilings.