Jumplift - an original component from JF Groleau at
          The qED Toolshed based on a concept by
          Jim Lowell

The qED Toolshed - http://www.cam.org/~jfgrol/
The Thred Homepage - http://http://www.visi.com/~jlowell/thred
3D-Matrix University - http://www.3dmatrix.com/serv03.htm

        TEXTURES USED:

        twall3_1 for the lift walls
        tech04_3 for the lift wall and "up" sign edges and also the hatch
                 upper floor trim
        tech02_3 for the hatch frame floor guide
        switch_1 for the "up" sign face
        sfloor4_8 for the hatch doors
        trigger for the trigger_push and trigger_multiple entities

        ENTITIES USED:

        trigger_push, func_door, trigger_multiple, light

        WHAT TO DO:

        Extract the .qgp file from the archive and place it in the
        c:\Program Files\qED\Group folder. Once in qED, insert this prefab
        using the menu item "Group" + "load from library". The origin of this
        prefab is at the bottom center of the jumplift tower. The position
        or offset of the inserted group will be referenced to the offset of
        the currently selected item in the level outline window. The group
        can then be moved and rotated to suit the map design. Some texture
        alignment might be required after these operations. The 3D-Matrix
        university provide exhaustive tutorials on this topic.

        FUNCTIONALITY:

        The player moves under the lift opening and jumps up. This will
        bring him into the physical space of brush belonging to
        the trigger_push entity which is in the lower part of the lift. The
        player is then sucked up by the "air flow" and propelled all the way
        to the top hatch. Below the hatch is a shallow brush that belongs to
        a trigger_multiple entity which opens the hatch to let the player
        through. The hatch shuts right before the player falls back down.


        OPTIONS:

        Some basic lighting is provided with the prefab but can be modified
        to suit the designer's needs. The speed attribute of the lower
        trigger_push entity is set to 55 and should not be changed even if
        the lift tower's height is modified. Simply raise the trigger_push
        entity's child brush by the same amount that you raise the lift
        tower walls and everything should work perfectly. This has the added
        advantage that the player will rise at the same speed regardless of
        lift height so the higher the lift, the more time it takes the player
        to reach the top. If lift tower has to be made higher, using increments
        of 64 or multiples thereof will make it easier to align the textures
        properly. Also, by raising the complete hatch assembly group, the
        distance between the hatch door and its actuating trigger will remain
        constant and the hatch timing will be preserved.

        This prefab was designed with customization in mind and it is highly
        recommended to use this method. The tan brushes around the hatch
        frame are provided as a guide for the placement and recommended
        thickness of the upper floor that the lift is bringing the player to.
        Just think of it as a mini concrete slab. Once your upper floor is
        finished, you can easily discard this slab since it is placed in a
        separate subgroup of the hatch assembly group. I found this method to
        be a better guide that just including a negative brush in a separate
        cutting subgroup as I sometimes do. 

        This is a component. Just use it. If used ingeniously, this could be
        make for really fun deathmatch levels (and single player levels too).
        One is only limited by imagination.

        CREDITS:

        Id Software (http://www.idsoftware.com/):

           For Quake, the best first-person game of the known universe.

        Jim Lowell (jlowell@visi.com): 

           Many thanks to Jim for letting me use his great idea to build this
           cool prefab and also for giving me the *extra cool* tip of adjusting
           the push brush instead of its speed attribute. This will save the
           map designer a lot of time and also make the lifts more realistic.