Simple Quake Examples and Methods - Version 1.0

By Cameron Newham, August 26th 1996


What This is About
------------------

This archive (sqeam.zip) contains seven examples of common-place
map entities in id's Quake.

The purpose of this archive is to provide these simple examples
for you to examine and learn from so that you can put them
into your own map designs.

Each example map is made up of one room containing one example* of
each of the main types of Quake entities.  No attempt has
been made to align textures or do anything fancy. Each example
is as uncluttered as possible.

(* SPIKES contains an example of a trigger as well as the spike shooters).

All of the examples have been tested and work. They are provided
as MAP files as well as compiled BSP files.  The MAP files
are commented.  The BSP's have been run through QBSP, LIGHT, and
in some cases VIS (although VIS was in no way necessary).

This archive contains the following examples:

DOORV  - a door that moves vertically
DOORH  - a door that moves horizontally
SPIKES - examples of constant and triggered spike shooters, and triggers
TELE   - an example of a teleporter
PLAT   - an example of a rising platform
TRAIN  - an example of a moving (train) platform
SWITCH - an example of a door operated by a switch

This is obviously not an exhaustive list of possibilities, but it
does provide a base from which the new Quake editor can explore
the capabilities of the Quake Engine.


Usage
-----

The easiest way to use these examples is to run them from Quake
and then examine the MAP files (which are just ascii text) to
see how they work.

To install these maps, create a directory called "examples" in your Quake 
directory and unpack this archive in it. This will create a directory
under "examples" called "maps", which contains all of the BSP files.

To use these files, run Quake with the following command:

quake -game examples

Then, to enter each map, you must bring down the console in Quake
(use the ~ key) and type in the name of the map file (sans the
.BSP extension). eg:

map spikes

To go to the next example, just bring down the console again and
use the map command again.

If you wish, you can compile the MAP files to produce the BSP
files. Please see the documentation that comes with the QBSP
archive on how to use id's QBSP, LIGHT and VIS programs to do this.


Updates
-------

None anticipated.  I *may* include some things like segmented
doors if I have some spare time.


Credits
-------

Thanks go to the authors of the "Quest" Quake editor for producing
a nice editor (even if only a beta) with which I was able to play
around with Quake editing and produce this archive.

Thanks to id for a great 3D engine.


Contacts
--------

Sorry.

I am busy enough as is, so I'm not providing contact information -
even for suggestions of improvements to this archive.  If I have time
I'll update and improve it.

I can't answer questions on Quake (or Doom) editing. If you have
questions on Quake, please ask in the appropriate newsgroup. Thanks.

(if you are *really* clever, you'll know how to contact me - but please,
no questions about how to edit, install or use Quake :)

I hope you find this archive useful in itself.


Legal
-----

This software comes with no warrenties, either expressed or implied.
USE AT YOUR OWN RISK.

You can do what you want with the MAP files in this archive - that's
what it's for.

You MAY NOT redistribute this archive without this README.TXT file
intact and included.  Likewise, you MAY NOT distribute this file
for financial gain.


