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.


