home *** CD-ROM | disk | FTP | other *** search
-
- The Compressor - from The QuakeLab based on a concept by David M. Spell
-
- The QuakeLab - http://www.in2nett.com/stevefu/QuakeLab
-
- TEXTURES:
-
- TWALL5_2 for the crushers
- TECH04_1 for the crusher's hydraulic shafts
-
- ENTITIES:
-
- func_door, func_button or any triggering entity
-
- WHAT TO DO:
-
- Make the room as necessary and set up as many compressors as you
- want to have. Draw up a rectangular/square brush and resize it into
- the compressing plate. You need to 'explain' why this thing is able
- to move inward, so it might be a good idea to create some kind of
- structural 'reason' such as the horizontal hydraulic shafts visible
- in the demo file when the compressors are activated.
-
- Put the compressor plates and their shafts in positions along the
- walls of the room, leaving a bit of space between the plates and the
- walls. Select a plate and its corresponding shaft, and designate the
- two brushes as a func_door in one shot. Do the same for the other
- compressor plate/shaft combinations. Set their 'angle' values so
- that they point into the room, and set the 'speed' to your liking.
- Give them all a common targetname, or give them all different ones
- if you want different triggers to set them off.
-
- Make a func_button or some sort of trigger to set off the compressor
- units. Set the 'target' field of the button or trigger to the
- targetname you assigned to the compressor units.
-
- That's it.
-
- OPTIONS:
-
- Well, there are probably many other ways to set this trap up. One
- idea we tinkered with was the setting up of visible laser tripwires
- using brushes with a 1x1 unit cross section - the thinnest brush
- possible. Texture these thin brushes with the SLIPSIDE texture.
- Designate the tripwire brush a func_illusionary which makes it
- passable but visible. Then make a brush of identical size and make
- it a trigger_multiple/once and target the compressor units. When
- the player walks across the 'laser' brush, the compressor units are
- consequently triggered. This would not work well in the demo file's
- configuration since there is insufficient breathing space to allow
- a player to trigger the compressor, move forward, wait for the
- units to reset, and then move forward to the next set; the trigger
- would be so close to any of the 'dead' spots that the player would
- be continuously triggering the units and thus blocking his own path.
-
-
-
-
- OPTIONS:
-
-