The Military Slipgate - an id Software level component originated from 
                        Steve Fukuda at The QuakeLab and adapted for qED
                        by JF Groleau

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

        TEXTURES USED:

        +0SLIP for the glowing sides of the slipgate box
        SLIP1 for the front of the slipgate box that adjoins to the pad itself.
        +0SLIPTOP for the pad's inner surfaces.
        SLIPTOPSD for the sides of the pad and the pad's outer surfaces.
        SLIPSIDE for the sides of the corner units of the pad.
        SLIPLITE for the tops and bottoms of the corner units of the pad.
        MET5_1 for the deathmatch obstructions
        Z_EXIT for the exit sign for the deathmatch situation

        ENTITIES USED:

        trigger_changelevel, ambient_drone, func_wall, info_intermission

        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 lower slipgate pad. 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:

        An ambient_drone entity is provided for the slipgate humming sound.
        A trigger_changelevel entity makes the player move to the next map
        once he or she walks into its attached brush space (mandatory) and
        the info_intermission entity is used to provide an end-of-level
        screen with the scores (optional, see OPTIONS: below). Also, a
        deathmatch barrier group is included to provide an obstacle to
        prevent players from inadvertently going through the exit during
        a game. The func_wall entity's "spawnflags" attribute is set to 1792
        so the barrier will only appear in deathmatch mode.

        OPTIONS:

        Some basic lighting is provided with the prefab but can be modified
        to suit the designer's needs. The "map" attribute of the trigger_
        changelevel entity is set to "start" and should be changed to the
        appropriate map name to move to once the level is completed. An
        info_intermission entity is also included for the intermission screen
        and should be moved and reoriented by changing the "mangle" attribute in
        order to display the proper screen at the end of the level. Use the
        info_intermission context sensitive help in qED for guidelines.
        This is a component. Just use it. :) Make the room in which the
        slipgate is located look 'important' - ie: interesting architecture.
        Although one is only limited by imagination, this slipgate looks best
        used in the context of a base style map.

        CREDITS:

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

           For Quake, the best first-person game of the known universe. The
           military slipgate is an Id original design straight from the base
           style maps.

        Steve Fukuda (stevefu@unixg.ubc.ca): 

           The Grand Phooba of the QuakeLab site and original builder of
           this prefab. Thanks for making my work a whole lot easier, Steve!