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.