The Oracle - brush model by Warren Lancashire The QuakeLab - http://www.in2nett.com/stevefu/QuakeLab TEXTURES: WIZ1_1 ENTITIES: NONE - see 'Options/Comments' below WHAT TO DO: Copy the brushes into your brush library or level. OPTIONS/COMMENTS: This is a component which is provided in an unaltered form. Gargoyle-like formations such as the 'oracle' are useful for spikeshooters and other traps. The 'oracle' concept arose from the idea of putting a single-player "clue provider" into a level in which there was a central location from which the player had to embark upon several brief trips. At the end of each trip would be one or more monsters that posed a significant challenge to the player. The message providing triggers that would form the Oracle's 'hints' would be encased in boxes placed at the front of the pedestal. This would prevent the player from triggering the messages prematurely. The monster(s) at the end of the areas sprouting from the Oracle's central hub would target the boxes guarding the message triggers. Eg: Player walks into Oracle room. Three waist-high, ECOP1_1 textured boxes sit just in front of the Oracle. Three passages (other than the entry) lead to other parts of the level. Each passage leads to a monster. When the monster is killed, the box sinks into the floor or otherwise vanishes, allowing the player to walk into the message trigger. The message might say "Bring me the head of a Shambler!" and the player would have to find a Shambler in one of the remaining two passages. The Shambler would target the next 'hint-box' and the player would get some kind of useful clue on the last box, as a reward for his efforts. This might be a clue warning the player of a danger later on in the level, or might provide a valuable message relating to the order in which a set of buttons (in some other chamber) must be pressed later on in the level: eg: '5 3 2 4 1' (push fifth button, then the third button, etc.) This might, for example, then result in the convenient opening of a door leading to the exit. Remember that messages cannot be very long (only one line on the screen) so you'll have to be creative in providing hints and other directive messages to the player. An example level will hopefully be produced the The QuakeLab in the near future. Stay tuned...