This is not so much about q3map2, but more about the q3 engine in general, I guess… but is it possible to create something in quake similar to how 5-D space used to work back in the days of Marathon? I was thinking of making a tardis map…
5-D space
this might not be much help… but I once made a blood1 map with a teleport that instantly transported the player (with no visual teleport effect) into a duplicate room that led “back out” into a larger area then had previously been “there”
is it possible to use something like that in q3 engine, to achieve the effect you wanted?
Yeah, that would work, I suppose, if I got some camera portals working right. Although, you wouldn’t be able to shoot through the door… And how do you prevent the teleporter from having a visual effect? Thanks for the suggestion.
I’ve been wanting to accomplish this effect for ages but i’ve never seen it in the Q3 engine, just Unreal and some console titles. If you manage to create this effect, TELL ME! 
/LordDaimos
I have just made some teleporters in SOF2 and they do not have any teleporter effects (even though i would like some)… Maybe its just that game type, Also the camera portals work nicely but i cannot make them so they dont move! ie the rotate slightly like in Quake3…
funk
I’m not sure what your asking for here, as I have never played
marathon (and I suspect I’m not alone here hehe)… more info needed
please 
Portals are easy enough though, I can try and dig up my old example
map if you need it (for RtCW)
Hewster
btw, I found this download link for marathon2 demo if anyone is interested:
http://www.3dgamers.com/games/marathon2/
http://www.quake3world.com/ubb/Forum6/HTML/026707.html?
Explanation of 5d Space ^
Yeah, that would work, I suppose, if I got some camera portals working right. Although, you wouldn’t be able to shoot through the door… And how do you prevent the teleporter from having a visual effect?
tbh I cant remember exactly as its yrs since I mapped with the blood1 version of the duke3d engine, but I think the teleporters had an editor flag which toggled the visual and sound effects on or off… I havent tried this in wolf which is the only q3 engine game Ive mapped with.
and although the duke3d engine could use portals (which we could shoot through) I found I didn`t need them in this situation.
note: some of the following won`t be relevant but you guys might find it interesting.
what I did was build at the bottom of a castle, a thin corridor with sliding doors at each end… when the player opened and walked through the 1st door this was still in the main part of the map (the castle) but as they activated the 2nd door they were transported to a sub section of the map with the same looking corridor.
this had a closed (fake)1st door behind them, so they couldn`t look back into the castle, and as the 2nd door opened, they saw a small circular tower room with a sacrificial alter in the middle of the room.
the reason I set up the triggering to transport the player on activation of the 2nd door and not in the middle of the corridor, was I found it odd if the player was running along the corridor, then all of a sudden they stopped moving, which happened with those teleporters, but it may be different with the q3 ones.
so since they had to stop to open the 2nd door it seemed better to transport them from there, plus they were usually facing the right direction, if looking a few degree to the right or left.
to add to the atmosphere and mind fook of this blood1 map, I had the death of the human sacrifice, triggered by the player setting off a trap which lowered the human into bubbling lava 
which in turn, trigger the bricks on one side of the small tower to slide open, kinda like a stone mouth opening, and the player would see out into a large dark underground cave with angry gargoyles flying towards them.
if the player exited the tower back through the door they had entered, then they would be back in the castle, with little or no perception that anything was odd with the architecture… but if they exited through the opening in the tower wall and descended a flight of steps, they would find they could then walk around the small tower inside thecave… it was very effective and quite a smooth transition 
One of the most famous games using 5D on PC was Forsaken. It does have some nice situations, but largely it was found out that the 5D-Space was too confusing for normal players, so it was dumped shortly afterwards. I basically was possible to fly along a corridor and turn around just to see something totally different. As well as flying/walking along a straight corridor just to find yourself at the start again.
cool, and that sounds like the maze scene out of the Jim Henson film labyrinth, where Jennifer Connelly`s character, is in a maze which has walls that keep changing.