The Gondola - from The QuakeLab

The QuakeLab - http://www.in2nett.com/stevefu/QuakeLab

        TEXTURES:

        SFLOOR4_2 for X-beams, floor, and cable. TECH10_1 for gondola
        skeleton. TLIGHT08 for central support link.

        ENTITIES:

        path_corner & func_train

        WHAT TO DO:

        Making the gondola skeleton - what do you want it to look like? The
        gondola is a room whose brushes have simultaneously been designated
        func_trains, but made to look fancier. Make a bunch of beam-like
        brushes and position them together to form the skeleton. Install the
        floor. Make skinny brushes to form the cable - you can make the cable
        twist and turn, but the more directional changes you make, the more
        work there is to do later on. Install a support link that makes it
        look like the gondola is suspended from the cable. Select the brushes
        that make up the gondola (not the cable) and make the collection a
        func_train with whatever speed you want. (100 default is recommended.)

        Making it move - Put path_corners in. The lower left hand corner
        (assuming top view) of the gondola is where the first path_corner
        (targeted by the func_train) should go. Thus all path_corners along
        the route should be accordingly shifted to the 'anticipated' lower
        left corner - don't put the path_corners along the cable itself or
        the gondola will not appear to be running along the cable.

        OPTIONS:

        This thing shouldn't be used with reckless abandon, since gondolas
        tend to use up a lot of space (unless it's only got room for one
        player.) Large spaces in Quake aren't a good idea - it takes too
        long to compile. The entry-exit setup in the GONDOLA.ZIP file is
        primitive - a hole in the floor for an exit, and two gaps in the
        skeleton for access from the top. You might want to play around with
        making a better entry-exit arrangement.
