Round Slipgate - a component originated from Steve Fukuda at
                 The QuakeLab and adapted for qED by
                 JF Groleau.

The QuakeLab - http://www.planetquake.com/QuakeLab
The qED Toolshed - http://www.cam.org/~jfgrol/
3D-Matrix University - http://www.3dmatrix.com/serv03.htm

        TEXTURES USED:

        ECOP1_1 for the round frame.
        *TELEPORT for the center fill.
        COP3_4 for the base.

        ENTITIES USED:

        trigger_changelevel, info_intermission

        WHAT TO DO:

        Extract the .qgp file from the archive and place it in the
        c:\Program Files\qED\Group folder. Once in qED, insert this prefab
        using the menu item "Group" + "load from library". The origin of this
        prefab is at the middle center of the slipgate. The position
        or offset of the inserted group will be referenced to the coordinates
        of the currently selected item in the level outline window. The group
        can then be moved and rotated to suit the map design. Some texture
        alignment might be required after these operations. The 3D-Matrix
        university provide exhaustive tutorials on this topic. Don't forget
        to fill out the 'map' attribute of the trigger_changelevel. The
        present value is set to start, just replace it with the name of the
        map you want the player to go to next. Move the info_intermission
        entity to the location of your choice and adjust its mangle attribute
        for it to point in the proper direction.

        FUNCTIONALITY:

        Here, 2 *teleport textured brushes are required: a stand-alone brush
        that is round shaped to fit inside the slipgate frame and visible;
        that's the cosmetic part, the other must be a child of the trigger_
        changelevel entity and can be square as long as it's big enough to
        cover most of the teleporter face as such. When the player enters the
        physical space of this brush, the trigger is activated. 

        OPTIONS/COMMENTS:

        The round slipgate in the file doesn't perfectly match the dimensions
        of the ones found in the id Software levels but uses the correct
        textures. The info_intermission entity is, of course, not absolutely
        necessary and is included here to make the prefab as complete as
        possible.

        CREDITS:

        Id Software (http://www.idsoftware.com/):

           For Quake, the best first-person game of the known universe. The
           round slipgate is an Id original design.

        Steve Fukuda (stevefu@unixg.ubc.ca): 

           The Grand Phooba of the QuakeLab site and original builder of
           this prefab. Thanks for making my work a whole lot easier, Steve!