Castle Door - a component designed by Steve Kapusta
              and originated at The Quakelab. Modified
              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:

        wizmet4_5 for the door grill bars
        wizmet1_2 for the metal part of the frame
        uwall1_3 for the wood part of the frame
        wwall1_1 for the stone walls

ENTITIES:

        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 center of the door assembly and flush with floor
        level. The position or offset of the inserted group will be in
        reference 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 and its 14 child brushes make for the raising grill
      The door sound attribute is set to 3 and the door speed is set to 50.
      The lip value is set to 48 in order to let the grill stick out in the
      open position and make it look more realistic. The door frame is
      416w x 544h x 64d units. Exposed grill surface is 256w x 256h and the
      grill bars are 8 x 8 in section. This door was designed as a self-
      contained component in case the map designer wants to use it in large
      open areas or have a play area on top of it which explains its height.
      Depending on the particular location of the door in the map, the stone
      wall brushes might be shortened and the top frame plug removed to
      reduce brush count, just be careful not to create a leak. This is a
      huge prefab both interms of size and brush count (29) for a door. It
      is designed for use in large rooms and open spaces.

OPTIONS:

      All door attributes can be set to your presonal preferences and the stone
      wall textures changed to a different hue to suit the look of your map.
      Door can also be activated from a variety of triggers.

CREDITS:

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

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

      Steve Kapusta (lizardum@classic.msn.com): 

         The original author of this prefab.