The Escalator - by Garry Cook

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

        
		TEXTURES:
		
		I mainly used the base.wad textures.
		
				
		ENTITIES:

        func_train(s); path_corner(s); trigger_push; func_illusionary(ies); light(s)
		
		
		WHAT TO DO:
		
		Well, it's easier to see it than to explain it. Just make sure that when building an escalator, your func_trains always travel the same DISTANCE between the path_corners.
			   |----0----|
			   |		 |
			   0----|	 0----|
					|		  |
					0----|	  0 = path_corner
						 |	  |
						 0----|
		No matter what direction they are going in, they all must travel the same distance or the tracks will become misaligned. Also, place a thin clip texture brush atop the tracks to keep the player from getting caught in between them and doing the same thing. Then place a trigger_push atop the clipping texture to move the player up or down the escalator.
		
		
		OPTIONS:
		
		If you change the speed of the func_trains, make sure to change the speed of the trigger_push proportionately. (Although most players will run up or down anyway and not notice if it is realistic or not.
		By switching the names of the path_corners you can have a down escalator as well. (Be sure to rotate the directional arrows.)


       			
		For more information, or to send general comments and constructive criticism, feel free to e-mail at:
		
		garrycook@worldnet.att.net
					or
		garry@mt-solutions.com
		

