Scourge door 2nd Generation -  an component designed by 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:

        tech03_2 for the door and frame faces
        tech07_2 for the door and frame sides

        ENTITIES USED:

        func_door

        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 door assembly. 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:

        2 func_door entities make the door work, only one has the sound
        attribute assigned to a standard base sound to avoid out-of sync sounds.
        Their targetname attributes have been left blank so it will operate
        like a normal door. The door is inspired from the original scourge door
        of which it is a functional and aesthetic evolution, thus its name. 
        The door textures, as with the original Scourge door, are standard Quake
        textures. If you want to make it look more like the original and
        you have the Hipnotic/Ritual textures, use bm8door, bm12door or bm96door
        and apply a horizontal offset of 64 to the front and back faces of the
        door brush. A cutting subgroup with a negative brush the same size as 
        the door frame is also provided for wall cutting. Just move the wall
        brush you want to in the cutting group and do a "subtract brushes".
        Optimize the resulting brushes if necessary and move them back to their
        original group.

        OPTIONS:

        Set the func_door attributes to your liking for sound, speed, etc.
        and the targetname if you want it to be operated by a trigger entity.
        The lip attribute is best left at 10 or more to preserve the realism of
        the door aesthetics unless you want to increase the brush count of the
        door by 2 and separate the bottom corner brushes in 2 parts each. Not
        worth it in my view.

        CREDITS:

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

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

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

           The 2nd Generation in door designers :)
           Thanks for letting me use this cool prefab for a qED conversion.