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			       A LOCKED DOOR FOR QUAKE2 BY
				       David Spurr

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           **   This prefab remains the authors work and may not be included in any products that	
		will be used for profit.
           
	   **   All I ask from people who dare to use this prefab is that they include some recognition of me,  and supply me a copy of your map as I'd like to check out your uses and abuses of my prefab.

           **   As I will state many times in this text I ain't too good at this quake2 editing stuff yet,  and thus you can play with this prefab as much as you want,  but as long as the original idea/theme stays the same,  please include me in your recognition.

	   **   Send all comments and levels which you have included this prefab in to :  dave@daspurr.softnet.co.uk



   This is a simple door which I created one day when I was bored and wanted a cool door to put into a quake2 level.
   Before starting this the idea seemed simple, but once I got down to thinking about it and building it, it became clear how it was more complicated than it first seemed.

   What I wanted was for a "submarine/bank" style door, on which it had a rotating wheel which unlocked locking rods which come from within the door.
   And was then able to be opened.

   The main problem which I encounted,  and also adds to the complexity and functionality of this door, which also effects the way the door is added to a level, is that you can only add one entity to a brush (from what I know,  I ain't no expert or anything) which meant that once the rotating brush and the door brushes of the locking rods were applied i couldn't then apply a rotating door to it.  So to overcome this I made the room surrounding it the rotating door entity,  which gives the same effect as the door opening.  
   After doing this I noticed that it effected the players movement,  so to counteract this I added a small earthquake to make the action seem linked to the door movement.

   There are two buttons included,  with the left one in my map unlocking the door,  and the right one opening it.

   The problem with adding this door to a level is that you have to think about the players entry and exit of the room with the door in it.  
   For entry I suggest either a door which locks behind you, or through the roof,  because neither of these should be effected by the rotation of the room.
   As for the exit you have to place your next room at a 45 degree angle to the left (anti-clockwise in the top view),  you'll have to work out the distances and stuff for yourself as I can't be bothered right now.

    That's about it,  apart from I had to surround my version with a hollow box because the movement of the room causes the map to have a leak error.


    When you want to change the textures or lighting,  as you most definatly will want to as I'm not really any good at either,  then remember to write down all the settings for the door entity before ungrouping it and to regroup everything and reapply the entity the way they were for it to function properly.

   Thanx,  

      Dave Spurr
