Airlift - a component originated from Matthew "Bushboy" Trow
          at The Quake Prefab Park and adapted for qED by
          JF Groleau.

The Quake Prefab Park - http://www.planetquake.com/qpp
The qED Toolshed - http://www.cam.org/~jfgrol/
3D-Matrix University - http://www.3dmatrix.com/serv03.htm

        TEXTURES USED:

        +0basebtn for the off button texture
        +abasebtn for the on button texture
        twall2_5 for the inside of the back wall
        twall2_6 for the inside of the side walls
        tech10_1 for the outside of all walls except the front wall
        tlight07 for the inside and outside of the front wall
        comp1_4 for the floor
        tlight01_2 for the pushplate
        +0slipbot for the top exit landing

        ENTITIES USED:

        trigger_push, func_button, func_door, 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 airlift 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:

        A func_button entity is used to raise a small platform (func_door)
        which lift the player into the physical space of brush belonging to
        the trigger_push entity which is the lower part of the lift. The
        player is then sucked up by the "air flow" and propelled all the way
        to the lift ceiling. Just below the ceiling is a shallow brush that
        belongs to another trigger_push entity which then pushes the player
        horizontally towards the exit.


        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 30 and does be not need to be changed
        even if the lift tower's height is modified. Simply keep the top of
        the trigger_push entity's child brush flush with the exit floor level
        and the lift will work perfectly every time no matter what. The main
        advantage of this is to render the lift speed independent of height
        so it can be modified to any value you like whether you like it fast
        or slow. It'll just take the player to the top faster or slower. 
        Also, the lift speed or wait attribute of the func_button can be
        adjusted to prevent a player from using the lift before the previous
        user reaches the top because the pushplate prevents the player from
        entering the lift while it's in the up position.

        This is a component. Just use it. If used ingeniously, this could be
        used 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.

        Matthew "Bushboy" Trow (matthew@planetquake.com): 

           This one's a beauty Matt, Thanks for laying the groundwork for
           what should be a very popular prefab.

        Jim Lowell (jlowell@visi.com):

           Mucho thanks to Jim for providing the tip about raising the push
           brush instead of changing its speed attribute. This will save the
           map designer at lot of time and makes the lift's operation totally
           reliable and much more flexible.