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- Simple Quake Examples and Methods - Version 1.0
-
- By Cameron Newham, August 26th 1996
-
-
- What This is About
- ------------------
-
- This archive (sqeam.zip) contains seven examples of common-place
- map entities in id's Quake.
-
- The purpose of this archive is to provide these simple examples
- for you to examine and learn from so that you can put them
- into your own map designs.
-
- Each example map is made up of one room containing one example* of
- each of the main types of Quake entities. No attempt has
- been made to align textures or do anything fancy. Each example
- is as uncluttered as possible.
-
- (* SPIKES contains an example of a trigger as well as the spike shooters).
-
- All of the examples have been tested and work. They are provided
- as MAP files as well as compiled BSP files. The MAP files
- are commented. The BSP's have been run through QBSP, LIGHT, and
- in some cases VIS (although VIS was in no way necessary).
-
- This archive contains the following examples:
-
- DOORV - a door that moves vertically
- DOORH - a door that moves horizontally
- SPIKES - examples of constant and triggered spike shooters, and triggers
- TELE - an example of a teleporter
- PLAT - an example of a rising platform
- TRAIN - an example of a moving (train) platform
- SWITCH - an example of a door operated by a switch
-
- This is obviously not an exhaustive list of possibilities, but it
- does provide a base from which the new Quake editor can explore
- the capabilities of the Quake Engine.
-
-
- Usage
- -----
-
- The easiest way to use these examples is to run them from Quake
- and then examine the MAP files (which are just ascii text) to
- see how they work.
-
- To install these maps, create a directory called "examples" in your Quake
- directory and unpack this archive in it. This will create a directory
- under "examples" called "maps", which contains all of the BSP files.
-
- To use these files, run Quake with the following command:
-
- quake -game examples
-
- Then, to enter each map, you must bring down the console in Quake
- (use the ~ key) and type in the name of the map file (sans the
- .BSP extension). eg:
-
- map spikes
-
- To go to the next example, just bring down the console again and
- use the map command again.
-
- If you wish, you can compile the MAP files to produce the BSP
- files. Please see the documentation that comes with the QBSP
- archive on how to use id's QBSP, LIGHT and VIS programs to do this.
-
-
- Updates
- -------
-
- None anticipated. I *may* include some things like segmented
- doors if I have some spare time.
-
-
- Credits
- -------
-
- Thanks go to the authors of the "Quest" Quake editor for producing
- a nice editor (even if only a beta) with which I was able to play
- around with Quake editing and produce this archive.
-
- Thanks to id for a great 3D engine.
-
-
- Contacts
- --------
-
- Sorry.
-
- I am busy enough as is, so I'm not providing contact information -
- even for suggestions of improvements to this archive. If I have time
- I'll update and improve it.
-
- I can't answer questions on Quake (or Doom) editing. If you have
- questions on Quake, please ask in the appropriate newsgroup. Thanks.
-
- (if you are *really* clever, you'll know how to contact me - but please,
- no questions about how to edit, install or use Quake :)
-
- I hope you find this archive useful in itself.
-
-
- Legal
- -----
-
- This software comes with no warrenties, either expressed or implied.
- USE AT YOUR OWN RISK.
-
- You can do what you want with the MAP files in this archive - that's
- what it's for.
-
- You MAY NOT redistribute this archive without this README.TXT file
- intact and included. Likewise, you MAY NOT distribute this file
- for financial gain.
-
-
-