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- The Military Slipgate - an id Software level component from The QuakeLab
-
- The QuakeLab - http://www.in2nett.com/stevefu/QuakeLab
-
- TEXTURES:
-
- +0SLIP for the glowing sides of the slipgate box
- SLIP1 for the side of the slipgate box that adjoins the pad itself.
- +0SLIPTOP for the pad's upper surface.
- SLIPTOPSD for the sides of the pad.
- SLIPSIDE for the sides of the corner units of the pad.
- SLIPLITE for the tops of the corner units of the pad.
- MET5_1 for the deathmatch obstructions
- Z_EXIT for the exit sign for the deathmatch situation
-
- ENTITIES:
-
- trigger_changelevel, ambient_drone, func_wall, info_intermission
-
- WHAT TO DO:
-
- Copy the brushes as shown in the MAP file into your editor and
- texture appropriately. Or make the brushes yourself. This is not
- crucial; it is for the purpose of making a military slipgate that
- is identical to the ones found in Quake. It is easiest to texture
- the slipgate if you ensure that the collection of brushes falls
- along the primary gridlines of your editor.
-
- Don't forget to copy the pad and its corner bits, and raise the
- copies so that they form the 'ceiling' for the teleporter pad.
-
- Once the static slipgate has been completed, it must be made
- operational. Start by creating an entity: trigger_changelevel.
- Give it's 'map' field a level name such as 'start' or 'e1m1'.
- Make the trigger tall enough that a person jumping into the
- slipgate will still make conact with the trigger without actually
- having to set foot on the slipgate pad. Position this entity over
- the pad.
-
- Next, to create the humming noise, create an entity: ambient_drone.
- Position this over the slipgate pad at about halfway between the
- top pad (which is a copy of the floor pad) and the floor pad.
-
- Then set up the deathmatch obstructions to prevent people from
- accidentally exiting the level. Multi-select the 'exit sign' brush,
- and the three other brushes that surround the pad. Designate this
- collection of brushes a func_wall and set their flags so that they
- will not show up in single player mode.
-
- Finally, you may wish to set up an intermission camera. This is the
- view that is shown when you exit the level and the relevant scores
- and stats show up on the screen. Create an info_intermission
- entity and set its 'mangle' field to, for example, (180 90 -45).
- As for whether this is ordered as pitch, roll and yaw (in that
- specific order)is difficult to say because no one has clearly stated
- the reference direction. You may need to use a bit of trial and error
- to get the camera pointed in the right direction.
-
- OPTIONS:
-
- This is a component. Just use it. :) Make the room in which the
- slipgate is located look 'important' - ie: interesting architecture;
- the demo MAP doesn't do this, however. That part is up to you.
-
-
-