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- The Razor Blades - from The QuakeLab
-
- The QuakeLab - http://www.in2nett.com/stevefu/QuakeLab
-
- TEXTURES:
-
- Up to you. No set standard.
-
- ENTITIES:
-
- func_train, path_corner, trigger_push, trigger_hurt
-
- WHAT TO DO:
-
- Make the wind tunnel (see the article at QuakeLab for more
- information on these) fairly long so that the victim has a
- chance to see the blades just before he is shredded - just a
- psychological thing.
-
- Make the exit room and connect the wind tunnel corridor to
- it. Make the blades, or use the ones provided. Make two sets
- and stagger them as depicted in the file. Multiselect all the
- brushes of one side's blades and designate them func_trains
- all in one shot. This will allow them to move in unison. Do
- the same for the other side's blades. Set the func_trains'
- speeds to 450. Make two path corners for each set of blades.
- They should be positioned at the level of the lowest blades
- of their respective sides, see the MAP file. The blades do
- not consistently chop into the victim (it depends on when he
- enters the wind tunnel) so copy the end wall of the wind
- tunnel and position it so that it overlaps the blades and
- blocks the exhaust into the adjoining room. Designate this
- brush a trigger_hurt with a dmg of about 500 - the brush will
- become an invisible entity. Make an entry setup to the tunnel
- by making a teleporter (see QuakeLab) or perhaps just a simple
- drop hole into the wind tunnel.
-
- Keep the blades and trigger_hurt close to the exit room so
- that the gibs will usually fly into the room. Gibs and
- monsters are unaffected by trigger_push.
-
- OPTIONS:
-
- Place another small trigger_push that points upward just
- before the trigger_hurt. This will propel the player upwards
- briefly and might increase the consistency with which more
- gibs fly into the adjoining room. Set the sounds to 1 if you
- want the ratcheting noise.
-
-
-