The Healing Pool - from The QuakeLab - Steve Fukuda The QuakeLab - http://www.in2nett.com/stevefu/QuakeLab TEXTURES: Any WATER or the *TELEPORT texture. MAIN ENTITIES: trigger_once, trigger_counter, item_health WHAT TO DO: Make a room with a pool of water. Ensure that the surface of the pool is just high enough to conceal the health powerups that will fill the pool. Make a trigger_once entity. Give it a 'dummy' target so that you don't receive 'unassigned target' messages while compiling or running. This dummy target can be a torch (which will not react in any way to a trigger.) Give the dummy entity a targetname (dummy will do just fine.) Give the trigger_once entity a 'message' which reads 'You have found a healing pool!' Next, make a trigger_counter entity. Set its 'count' field to the number of health powerups you wish to place in the pool. Give it a targetname. Place item_health entities (health powerups) in the pool and set their 'target' fields to the 'targetname' of the trigger_counter. Set the 'nomessage' flag of the trigger_counter to the 'on' position. Otherwise, the player will receive messages such as 'Only two more to go!' and so on. Set the 'message' field of the trigger counter to read 'You have drained the pool of all its powers.' When the final powerup is picked up, the counter will be triggered and will display this message. NOTES/COMMENTS: A rocket launcher (weapon_rocketlauncher) has been placed in the demo map so that you can damage yourself before entering the pool. You could make a func_illusionary entity which would make solid ground passable. Powerups could therefore be hidden within apparently solid floors. Something to ponder, at any rate...