Spiral Staircase - by Rob Albin <albinatr@apci.net>

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

	TEXTURES: 

	Anything aesthetic.  The included .MAP used the quake.wad
	which has all combined textures from the four base WADs
	(ftp://194.165.194.1/quake/Graphics wads)

	ENTITIES:

	None

	WHAT TO DO:

	Nothing much, just the time to sit down and do some
	copy-and-paste/carving/rotation, and place it together as
	a decent looking structure.

	OPTIONS/NOTES:

	The infamous spiral staircase, I had to make one.
	I dubbed this one 'Duke Nukem... What?'
	(note: just a joke, and a bad one :)

	The actual staircase is copied off to the side for grabbing.
	The included .BSP was vis'd with the -fast option.  This
	kind of structure is a 'worst case' scenario for vis.  But,
	it's design makes for a fast .BSP structure.  Even with a
	quick vis it views suprisingly fast inside of Quake.
	
	The structure is designed so that you can copy-and-paste the
	whole thing and stack them on top of each other (the top and
	bottom stair meet on the seam.)  Would be a looong final vis
	time, though.

	ADDITIONAL NOTES:
	
	Here's one that's kind of strange, anyone know the answer?

	In map e4m2, there's floor trim around the walls in the start
	room and halls.  Next to the DB shotgun, you can slide up on
	the trim as you'd expect.  But in the hallways, the trim has
	a 'no-slide' barrier.  If you type 'fly' and experiment, there
	is an invisible barrier about as high as the player and as wide
	as the trim.  Kind of like 'real glass', but no blood when it's
	shot.
