Light thru opening door (phase 2) by Travis "talmand" Almand

Posted to The QuakeLab - http://www.in2nett.com/stevefu/QuakeLab

You can use whatever textures you wish to fit the theme of level.

Entities used:
	6 trigger-relays
	2 buttons
	6 lights
	2 doors

Load the map and hit the button, watch the door at the end of 
the hall. It'll open and the hallway will light up. After about four 
seconds the door will close and the hallway will darken as it shuts.

First create the two rooms separated by a door. One room should be
extremely bright but not too bright (see below). Now a set of 
portals will be needed to be built. See the example on the map, it 
is off to the side by itself, this is too difficult to explain in words,
the example is fairly easy to understand. Then study the portals above
the room to see the naming and placement of the lights.
 
Place the portals above the roof of the dark room and make
a func_wall to be the ceiling for the dark room. This brush
will block the view of the portals and will appear to be a normal
ceiling. Now careful placement of lights within the portals will cause
light to appear on the floor in front of the door. Stagger these
lights to be turned on by the relays in a timed sequence and an
illusion of light pouring thru the door will be seen.

Here's how the example map is set up.

Button (targets triggers and door)
Door opens
Relay1 turns on light1 after delay of .3
Relay2 turns on light2 after delay of .5
Relay3 turns on light3 after delay of .7
Door closes after delay of 4
Relay4 turns off light3 after delay of 4.6
Relay5 turns off light2 after delay of 4.8
Relay6 turns off light1 after delay of 5
Door is shut

The effect should be that when the door opens the lights turn
on in sequence and when the door shuts the lights turn off in reverse
sequence. It gives the appearance of light pouring through the door
as it opens. It'll do until there is dynamic lighting that reacts to
entities.

You'll notice I didn't list the lights in the bright room in the 
entity list above, this can be done anyway that is desired. Just be
careful not to place lights too close to the door since light will 
show through on the dark side of the door. Unless of course this
is an intended effect, it looks like light seeping through cracks
between the walls and the door.

Ok, suggestion time. This would be better as a door that opens only once.
It is difficult to make all the lights involved near the door to operate
in the desired way, there is always something wrong on one side of the 
door (take a good hard look at the example to see what I mean).
Another thing that ruins the effect is when the sequence with the lights
and the door is interrupted, such as someone getting hit by the closing
door or hitting the other button before the door closes. Try it and see.
If one is not worried that much about appearances then the example
works good, especially from a distance. I just made it closable so it
could be seen several times without having to reload the map each time.

Also, the more lights used in the lighting sequence then the better it 
should look. That's a theory though, no promises. Experiment with the 
placement of the lights, their brightness levels and delays to get the 
effect wanted. Also experimentation with the portals may also get the
results desired. I suggest that any extra lights (like the one in front
of the door in the example) be placed near the floor since light
coming in through a door would light the floor more than the ceiling.
Try it at home with a closet door or something.