Last Revised :
13 February 2000
  drakaza@planetquake.com
                       
                       
         
Doors
    Doors are not used that much in Quake3, but in the CTF maps they are useful when
    you want to hide parts of the map, and allow players to pass through as well.
    Okay, I am assuming you've already got your room set up with a doorway that is
    Four (Major Grid Units) wide ,One deep, and Four high (4x1x4h)
                       
   

                       
                       
         
3D View
    Create the brush for one door (one unit smaller than the doorway deepness inwards)
    and position it in the doorway like this:
                       
       
               
                       
             
Top View
                   
Front View
    Apply the texture gothic_door/door02_bred2_shiny to the entire door brush and
    in Surface Properties ( S ), change the horizontal and vertical stretch values to 1.0
    Shift the texture so that only the right half of the texture is shown, like this :
                       
   

                       
                       
         
3D View
    Remember to change the texture of the inside surface of the door. That is, the
    surface that will touch the other door brush when the door is closed:
                       
                       

                       
                       
         
3D View
    Create the other door brush in the same way, showing the other half of the texture :
                       
     

                       
                       
         
3D View
    Select the first brush, and right click it in 2D View, and select func/func_door .
    In the Entity window, you need to select the angle at which the door opens up.
    In this example, we want the door brush to move down (in the Top View) so
    click on the 270 button.
                       
                       
   
    Add a Key of team and make the value : doorteam1. Now do the same steps to
    make the other door brush into a brush entity and remember to click 90 instead
    of 270 so that the door opens in the opposite direction. The doorteam1 value
    that the door brushes have links them together so they both open at the same time.
    And that's it. In the end this is what i came up with, for a simple door:
                       
