[Bridges] - [Doors] - [Misc] - [Structures] - [Vehicles] - [Switches]
q2console.zip (2k)-Submitted by Antony 'Maxtor' Burden 4/28/98 A cool prefab of the computer console as first seen in base3 - I was considering creating this myself, but now I don't have to :)
q2sewerbut.zip (2k)-Submitted by Andreas Mann 4/14/98 'A Button which when activated, fills a tank with slime. Nice green lights are included.' Very funky indeed - I like this idea :)
q2laserbut.zip (2k)-Submitted by Andreas Mann 4/14/98 'A Button which has a red laser in it and when the button is activated, the laser turns green. There's also a red light on top of the button. It would fit very good in a "Lava-filled Tech-Map" ;).'
q2compsw.zip (2k)-Submitted by EutecTic 3/21/98 A "console" panel with a collapsing "keyboard" type button (40 x 40 x 18). Similar to Id's design for the force field doors in the detention center levels..
q2breaker.zip (3k)-Submitted by EutecTic 3/21/98 'A "breaker" type switch with an animated "pilot light" slave button and special effects (32 x 26 x 14). The pilot light blinks red when idle, depresses slightly when the main "arm" is actuated and blinks green as long as the arm is down. Additional sound and sparks added to enhance realism. Similar to the one found in one of Id's levels (don't remember which one). You can use either the main arm or pilot light's target key to trigger events with this switch since there is no time delay between them.'
q2flsw.zip (3k)-Submitted by EutecTic 3/21/98 Two floor buttons with animated textures (32 x 32 x 8). The edges of the buttons blink red when idle and blue when pressed. Similar to Id's design found near the end of the first detention center level (jail1.bsp).
q2wheelsw.zip (3k)-Submitted by EutecTic 3/21/98 A "valve" type rotary switch with an animated texture on the center hub and modified sound (32 x 32 x 16). The speed of rotation of the wheel was adjusted to syncronize with the duration of the custom sound. Also, a trigger_multiple brush which extends about 2 map units from the front of the wheel was added. This triggers the func_door_rotating entity which constitutes the wheel itself. The reason for this is that touch type rotating doors sometimes generate a "touch field" that is much larger than their own size when their brushes are relatively small as is the case here. The consequence of this is that the wheel can be actuated from such a large distance that it looks like you're still 20 feet away from it when it triggers. By using a trigger brush, you can control how close the player has to be to the rotating door to actuate it. Similar to the ones found in several of Id's levels (don't remember which ones). You can use either the trigger or the door's target key to trigger events with this switch.
q2xplofuse.zip (2k)-Submitted by EutecTic 3/21/98 An "exploding fuse" type switch made from a func_explosive with a pulsing light effect (16 x 16 x 96). The reason for using 2 timers, 2 lightramps and 2 trigger relays instead of just one of each is to make sure that the light itself turns off completely when the fuse is blown (trust me, I had no choice). This took a bit of tweaking to get it to do what I wanted. In any case, they won't burden your compilation time or frame rate because they're not solid entities (only one light entity) and give you a cool and reliable effect in return so that's why I figured they are worth adding. You can use the func_explosive or either trigger_relay's target key to trigger events with this switch.
q2leversw.zip (2k)-Submitted by EutecTic 3/21/98 A lever type rotary switch with an animated texture on the "handle" part of the arm (44 x 64 x 48). A trigger_multiple brush which extends about 10 map units from the front and back of the lever was added to trigger the func_door_rotating entity which constitutes the lever itself. The reason for this is that touch type rotating doors sometimes generate a "touch field" that is much larger than their own size when their brushes are relatively small as is the case here. The consequence of this is that the lever can be actuated from such a large distance that it looks like you're still 20 feet away from it when it triggers. By using a trigger brush, you can control how close the player has to be to the rotating door to actuate it. Similar to the ones found in several of Id's levels (don't remember which ones). You can use either the trigger or the door's target key to trigger events with this switch.
q2comp1.zip (2k)-Submitted by Me 3/21/98 Using the comp8_1 texture I decided to create a computer which can also be used as a switch - no entities have been included in the map file.
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