impossible to get an idea of how they were constructed because the grid is just full of too many lines (especially side and front views). The solution was to strip the component pieces out so they could be viewed without this 'pollution'. I spent many hours going through the id maps and isolating machinery and scenery. All have been dragged to the 'Z point' for maximum ease when mapping. In-Editor Screenshots have also been included to save even more time. In addition, I've made a few of my own and thrown them in as a gift :-) This originally started out as a personal time-saving measure, but the whole thing generated a huge amount of interest that completely exceeded my expectations. It is for this reason that I decided to go back and do things properly :-) To use those prefabs, load up DOOMEdit and select "Load Prefab" from the "Edit" menu.
the cake, most of them are seamless i.e. tileable. If you use these textures in a project, the author would highly appreciate a mention in the credits.
several alternative health and explodable objects. For the larger exploding objects you will need to make a collision brush and make it a func_static and assign that brush as the models clipmodel. All entries will be placed under a new menu in your right click options labeld exhale1 (after the last map I worked on). - a light folder Just a few light ideas I played with that you might have some use for. - a texture folder Some of these are necessary for some of the prefabs to look proper. - a materials folder This has a few example of scrolling textures for the conveyor systems and jump pads; they aren't entirely necassary but it wont look right until you replace them with your own scrolling texture (you can use mine as a base to see how). - a prefab folder Included are all the prefabs I've ever made. This includes several classes: -- the cheesy ones I first made when I started mapping for the first time -- more advanced ones like jumpads conveyors candelebras etc some have place holder textures (not many) like the keg until I had chosen a more appropriate texture -- some are examples from some of my tutorials at doom3world.org (under level editing---tutorial listings look in the replies, you will see a bunch by my name there Voldemort); these include: target_setinflunce, scriptless rotating doors, func_phantomobjects etc..... -- the more recent ones include clip brushes to reduce system strain