q2labhall.zip
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Author: Nuklearic Death (Bug) - Richard Heath
E-mail: oblivion@lithuania.crosswinds.net
Editor used: BSP (www.bsphq.com)
Date: 8-7-98
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Notes: This is my first prefab. Its similar to the walls seen on the bottom floor of the "lab" level. It took bloody forever to get the lighting on these halls correct. The best results I got were to place the lab_light prefabs as seen in the pic I've included and then place a light entity set at 80, 4 pixels under each one and then another set at 80 4 pixels from the ceiling straight across from each light. Hope that made some sense. If it did you should end up with what you see in the pic included. Yes, I know the pic is small. If you want an end to the hall without a door just take the door piece and delete the door from it. Well, thats about all I can think of to say. Tell me what I messed up on and stuff.

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Included:  

  lab_3way.map - Three way intersection (28 solids, 168 faces)
  lab_4way.map - Four way intersection (37 solids, 222 faces)
lab_corner.map - Corner section (28 solids, 168 faces)
  lab_door.map - Door with frame which can be placed in the middle or 		 at the end of any hall piece (11 solids, 66 faces - 		 one of the solids is also a door entity)
 lab_light.map - 16x16 ceiling light with light value of 5000 (1 solid,  		 6 faces)
  lab_straight - Straight hallway piece (18 solids, 108 faces)
