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[Doors] - [Misc] - [Structures] - [Vehicles] -
[Switches]
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q2console.zip (2k)-Submitted by Antony 'Maxtor' Burden
4/28/98
A cool prefab of the computer console as first seen in base3 - I was
considering creating this myself, but now I don't have to :)
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q2sewerbut.zip (2k)-Submitted by Andreas Mann
4/14/98
'A Button which when activated, fills a tank with slime. Nice
green lights are included.'
Very funky indeed - I like this idea :)
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q2laserbut.zip (2k)-Submitted by Andreas Mann
4/14/98
'A Button which has a red laser in it and when the button is
activated, the laser turns green. There's also a red light
on top of the button. It would fit very good in a "Lava-filled
Tech-Map" ;).'
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q2compsw.zip (2k)-Submitted by EutecTic
3/21/98
A "console" panel with a collapsing "keyboard" type button
(40 x 40 x 18). Similar to Id's design for the force field
doors in the detention center levels..
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q2breaker.zip (3k)-Submitted by EutecTic
3/21/98
'A "breaker" type switch with an animated "pilot light"
slave button and special effects (32 x 26 x 14). The pilot
light blinks red when idle, depresses slightly when the
main "arm" is actuated and blinks green as long as the arm
is down. Additional sound and sparks added to enhance
realism. Similar to the one found in one of Id's levels
(don't remember which one). You can use either the main
arm or pilot light's target key to trigger events with
this switch since there is no time delay between them.'
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q2flsw.zip (3k)-Submitted by EutecTic
3/21/98
Two floor buttons with animated textures (32 x 32 x 8).
The edges of the buttons blink red when idle and blue
when pressed. Similar to Id's design found near the end
of the first detention center level (jail1.bsp).
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q2wheelsw.zip (3k)-Submitted by EutecTic
3/21/98
A "valve" type rotary switch with an animated texture on
the center hub and modified sound (32 x 32 x 16). The speed
of rotation of the wheel was adjusted to syncronize with
the duration of the custom sound. Also, a trigger_multiple
brush which extends about 2 map units from the front of the
wheel was added. This triggers the func_door_rotating entity
which constitutes the wheel itself. The reason for this is
that touch type rotating doors sometimes generate a "touch
field" that is much larger than their own size when their
brushes are relatively small as is the case here. The
consequence of this is that the wheel can be actuated
from such a large distance that it looks like you're still
20 feet away from it when it triggers. By using a trigger
brush, you can control how close the player has to be to the
rotating door to actuate it. Similar to the ones found in
several of Id's levels (don't remember which ones). You can
use either the trigger or the door's target key to trigger
events with this switch.
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q2xplofuse.zip (2k)-Submitted by EutecTic
3/21/98
An "exploding fuse" type switch made from a func_explosive
with a pulsing light effect (16 x 16 x 96). The reason for
using 2 timers, 2 lightramps and 2 trigger relays instead of
just one of each is to make sure that the light itself turns
off completely when the fuse is blown (trust me, I had no
choice). This took a bit of tweaking to get it to do what I
wanted. In any case, they won't burden your compilation time
or frame rate because they're not solid entities (only one
light entity) and give you a cool and reliable effect in
return so that's why I figured they are worth adding. You can
use the func_explosive or either trigger_relay's target key
to trigger events with this switch.
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q2leversw.zip (2k)-Submitted by EutecTic
3/21/98
A lever type rotary switch with an animated texture on
the "handle" part of the arm (44 x 64 x 48). A trigger_multiple
brush which extends about 10 map units from the front and
back of the lever was added to trigger the func_door_rotating
entity which constitutes the lever itself. The reason for this
is that touch type rotating doors sometimes generate a "touch
field" that is much larger than their own size when their
brushes are relatively small as is the case here. The
consequence of this is that the lever can be actuated
from such a large distance that it looks like you're still
20 feet away from it when it triggers. By using a trigger
brush, you can control how close the player has to be to the
rotating door to actuate it. Similar to the ones found in
several of Id's levels (don't remember which ones). You can
use either the trigger or the door's target key to trigger
events with this switch.
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q2comp1.zip (2k)-Submitted by Me
3/21/98
Using the comp8_1 texture I decided to create a computer which
can also be used as a switch - no entities have been included
in the map file.
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