Scourge door -  an 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:

        tech13_2 for the door
        tech08_2 for the door frame
        tech04_4 for the frame edges and door bottom edge

        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:

        A func_door entity was added to make the door entirely functional
        and its targetname attribute has been left blank so it will operate
        like a normal door. The door is similar to the one in the Mission Pack
        no.1 episode HIP1M4 "Research Facility". Only the door texture is
        different. If you want to make it look exactly 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, lip, etc.
        and the targetname if you want it to be operated by a trigger entity.

        CREDITS:

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

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

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

           For letting me use the prefabs on his site for qED conversions.