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You can tell the game that a group of doors are to work in tandem. The method is to define the doors as a team. So, when one door opens or closes, all doors of the same team will open and close at the same time.
1. From within the map editor, select the pair of doors connected to the room with red lights in the lower portion of the 2D window.
You are going to define these two doors as a team so that they work in tandem. The definition will be to label them in the Entity tab as both having the same team name, and you can do this to both doors at the same time.
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2. With both doors selected, open the Entity tab.
3. In the Key field, enter team. In the Val field, enter doors_red. Then press Enter to set the Key/Val pair for the entity.
Figure 12-14 shows the Key and Val fields with the values entered.
Make sure not to make any other adjustments to the entity. Any changes you make affect both doors because they are both selected.
4. When you’re done, deselect your doors so as not to accidentally make any other changes.
To make two or more doors work together, simply team them in the Entity tab.
Do the same for the pair of doors connected to the room with blue lights in the upper portion of the map. However, rather than using the same team name for these doors, enter the name doors_blue. If you enter the same team name that you used for the first set of doors, the game will group all four doors together, and that isn’t the goal here.
Adding Some Crates
What’s a first-person shooter game without a few crates? I can count on one hand the number of first-person shooters that don’t have crates. Crates provide players with a place to hide, climb, or change the strategy of game play. They also add to the environment of the level so it doesn’t look barren.
I show you how to build a crate for Quake 4. Then you will place some crates in the map, using logic behind the placement. I start by showing you how to place crates inside rooms, and then I show you how to place them outside.
164 Part III: Expanding Your Creation
You can place your crates anywhere in the map that you want, however some places make more sense then others, and you can use your crates to alter how the map is played. Here are a few ways you can use crates in your map:
Restrict access to an area.
Guide the players to follow a certain path.
Offer places to hide weapons or players.
Provide a means of climbing up to an otherwise inaccessible location.
Create a safer place for the player to spawn into the map without being immediately spotted.
Creating climbable crates
A crate really isn’t anything more than a textured box. There isn’t a lot of work involved in creating the structure; it’s the placement that can make the level more fun during play. You start with indoor crates small enough for the player to climb over.
1. Select the Caulk brush.
2. Create a cube 48 units in size in each direction and place the brush in the red room near the lower-right corner.
This is a great place to start with your crates because it’s near the door and in a darker corner.
Making the box 48 units in size means that the player can jump high enough to get on top of it. Also, a player needs at least 40 units of space to fit between brushes, so space your boxes at least this distance from the wall to allow access.
3. Now load the Canyon texture set.
This texture set has an ideal texture for Quake 4 crates.
4. Select one of the sides of your crate for the new texture.
5. Locate and select the texture canyon/crate_a_front, as shown in Figure 12-15.
6. Open the Surface Inspector by pressing S and fit the texture by pressing the Fit button so that it is sized to fit the brush face perfectly.
7. Apply this texture to the other three sides of the box, leaving only the top without a texture.
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8. Select the top of the box.
Another texture in the Canyon set suits the top of your crate and completes the look of the crate you’re building.
Texture your crate with a crate texture and fit the texture to the side of your brush.
9. Locate and apply the texture canyon/crate_a_top, as shown in Figure 12-16. Use the Fit button in the Surface Inspector to size the texture to fit the brush face.
Texture the top with a separate texture to add variety to the structure.
The box is now constructed, but you need to convert it into a detail brush. To keep the geometry in the game to a minimum, turn this brush into a func_static entity just like you did with the outside lights in the section “Optimizing the light fixture,” earlier in this chapter:
10. Select the box, right-click the 2D window to open the entity list, and choose funcOfunc static.
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Placing crates for strategy
You’ve got your first crate built and ready for placement. Now it’s time to add opportunities for strategy in the game. Without the additional obstacles in the game, your players have little to hide behind and plan out their attack or retreat. It’s your job to add elements to the level that give players choices. That is one of the functions of the crate.