If a Shambler doesn't fit then neither will an Ogre or a Fiend, they share the same bounding box size.

Think Inside The Box
#14688 posted by
negke on 2017/03/29 09:48:32
There are two bounding box sizes in Quake: 32*32*64 and 64*64*96 - there needs to be enough room for the whole box to fit plus a couple of units leeway. So in order for a monster to be able to walk the stairs, there must be enough room above and in front of it. To examplify, make a brush of the same size and try to move it down the stairs without it touching or intersecting anything.
Try r_showbboxes 1 to get an idea how it looks in game.

New Q1SP: Unknown Kadath
#14693 posted by
Redfield on 2017/04/09 22:04:56
Hi, this is my first map, looking for at least 1 person to look for bugs before an "official" release. The map is Id1 with a skybox, the readme has instructions, a story and more.
Map Beta file:
http://www.quaketastic.com/files/redfield1_beta.zip
Some screenies:
http://www.quaketastic.com/files/redfieldscreen001.jpg
http://www.quaketastic.com/files/redfieldscreen002.jpg
http://www.quaketastic.com/files/redfiedlscreen003.jpg
http://www.quaketastic.com/files/redfieldscreen004.jpg
http://www.quaketastic.com/files/redfieldscreen005.jpg
Thank you everyone, I look forward to feedback anyone can give. My email is in the readme for bug reporting.

Cool Looking Stuff
#14694 posted by
mjb on 2017/04/09 22:06:38
Congrats on almost getting ready for a release!
Nighttime terracotta with some lava is a nice mix!

Very Nice Old-school Vibe
#14697 posted by
Newhouse on 2017/04/09 22:55:42

Thanks
#14698 posted by
Redfield on 2017/04/09 23:39:26
Thank you all for the comments and especially the demo Daz. I'll be making whatever changes I can according to feedback before I post the map up officially.
Thanks again!

Redfield
#14699 posted by
adib on 2017/04/10 03:45:22
Before releasing, if you're using ericw's light compiler, won't you try to apply some Phong shading in these columns? Check this out:
https://ericwa.github.io/tyrutils-ericw/
Anyways, I love when people dare on brushwork. Looking forward to play!

Heads Up
gl_texturemode GL_NEAREST_MIPMAP_LINEAR

Some Hilarity
#14701 posted by
negke on 2017/04/27 13:14:23
I made some statues as details/fillers. The
sphinx-like ones are cute; as for the
other ones, however, they kind of look like penguins or pidgeons wearing ties?! Maybe if they carried crates on their heads....

Penguins
#14702 posted by
Kinn on 2017/04/27 13:38:38
are officially a Lovecraft monster....

Cute....
#14703 posted by
Shambler on 2017/04/27 13:49:13
....but not the negke map I am looking for.

Redefining Egyptian Culture...
#14704 posted by Mike Woodham on 2017/04/27 15:00:07
...it turns out that they worshipped penguins. Who would've thought it?

I Thought They Were Owls
guess I was wrong... I love bsp prefabs like that

QWTFSS
#14706 posted by Drow on 2017/05/01 02:44:13
I made a Quake Team Fortress map using Trenchbroom. I thought I might add a SS.
http://imgur.com/OZEspcg
It's hosted over at tastyspleen.net::MegaTF Classics (74.86.171.201:27502)

Moat
#14707 posted by
mjb on 2017/05/01 03:30:40
Cool stuff, I like the moat!

Dunno What An SS Is....
#14708 posted by
Shambler on 2017/05/01 09:43:22
....but the overall style of that map looks very cool :)

Nice Work
I wonder, is there an active TF community?

Looks Nice
#14710 posted by
negke on 2017/05/01 14:47:43
Tip: make the top of the mountains a large rectangle, all back edges running in a straight line, in order to have only five sky brushes with smooth surfaces. Saves some polys.