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- The Deep Fryer Cage - from The QuakeLab based on a concept by Spurious Logik
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- The QuakeLab - http://www.in2nett.com/stevefu/QuakeLab
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- TEXTURES:
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- Use any one of the two LAVA textures for the lava.:>
- The rest is up to you.
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- ENTITIES:
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- func_door, func_plat, weapons or keys (as bait)
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- WHAT TO DO:
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- Make the cage - blanks are provided just outside valid player
- space in the MAP. Make another cage with a pillar (also provided)
- so that you will have the deathmatch version as well.
-
- Make a lava pit, should be a little larger in diameter than the
- cage.
-
- A handy tip: whenever you make something that involves a bit of
- movement and might be somewhat complex, it's a good idea to make
- the 'static' parts first, and implement the moving parts last.
-
- First the single player version: This is a func_door. Make the cage
- a func_door entity with a high speed (600 to 800) and place it at the
- bottom of the lava pit. Make sure that the cage is not visible from
- the lava's surface. Set the door's angle to -1 (the up direction)
- and give it a substantial negative lip value - this will depend on
- how high you want it to go.
-
- Then put in a key, weapon, or powerup - the problem is that the
- entities are affected by gravity and will not conveniently hang in
- mid-air. You will have to put in a stand of some sort, or, if you
- are sufficiently cruel, just put in a trigger that sends a message
- to the player that reads, "Go for a hot bath" and let the bait sit
- in the lava pit.
-
- At any rate, the bait should target the cage. This will set it off
- and take the player up. Then if the player isn't paying attention -
- this is a trap that really works best the first time around - he will
- be headed straight back down into the "deep frier."
-
- The deathmatch version is a func_plat. Designate the pillar and the
- cage as such, all in one shot. Make the pillar so that its
- bottom end just touches the floor of the lava pit. Then set the speed
- to a high value (600 to 800) and set the plat_low_trigger flag.
- Don't forget to put in the bait. And remember that plats must be
- drawn up in the extended position.
-
- Finally, you will want the two versions to show up as required, not
- conflicting with one another. Set the easy, medium, hard and dm flags
- of the func_plat/func_door to the on/off (may depend on your editor)
- position as required to ensure that the right cage is used in the
- right type of gameplay. The same goes for the bait, if it is to be
- different for the two modes of play. Try starting a deathmatch game
- on your computer - no deathmatch starts, just pretend for now, and
- see the difference between the two modes in the demo *.BSP file.
-
- OPTIONS:
-
- This is based on Spurious Logik's (a person) CAGE.MAP which was a
- straightforward rectangular cage that came smashing down from above.
- Clearly there are many ways to develop the 'cage' concept - try a
- variety of approaches to the cage's appearance, size, and role in
- your level should you decide to use one. A cage can also serve as
- the basis for a small, one-player gondola.
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