***02/03/98****************
Adapted to qED by AzrKnight
***************************
The Tunnel Prefab Group
-----------------------
Matthew 'Bushboy' Trow.


This group has a typical Quake feel about it. Each prefab can be split up
into other sections (ie:- an archway) creating countless possibilities.
Consists of 10 prefabs as follows:-

tunnel.map
---------
16 brushes.
Joins directly onto any of the other
prefabs in this group with the
exception of 4waybig.map which
requires bigdoor.map to join. To join
to tunneldrop.map, a slight overlap of
about 4 units is required to prevent
leaks. On other prefabs in this group
the join point is visually obvious. 


corner.map
----------
18 brushes. Joins as above


4way.map and 4waybig.map
------------------------
41 brushes. 4way.map links as
above. 4waybig.map is twice as large
as 4way.map and forms a large
chamber - to link onto anything else
but itself will require bigdoor.map


tunneldrop.map
--------------
32 brushes. links as above, requires a
slight overlap of 4 units to prevent
leaks. Drops down by the height of
the tunnel (288 units) 


tunnelsky.map
-------------
38 brushes. Links as above. The roof
overlaps slightly to prevent leaks. Has
" windows " with sky texture. 


tunneldoor.map & bigdoor.map
----------------------------
25 brushes & 29 brushes.
tunneldoor.map links as above - it has
a block built around it to prevent leaks
when door entities are added.
bigdoor.map is the same size as
tunneldoor.map, but is built into a
large tunnel seal and is used to link
out to any of the other prefabs.


tunnelseal.map & tunnelsealbig.map
----------------------------------
2 brushes.Simply used to seal of
areas - for instance one side of a
4way intersection. Sealing of tunnels
and creating a dead end is not
recommended for deathmatches :) 