The Oracle - from The QuakeLab Map by Mark Rohrer Brush Model by Warren Lancashire Additional Editing by Steve Fukuda Documentation - Rohrer, Fukuda The QuakeLab - http://www.in2nett.com/stevefu/QuakeLab TEXTURES: Your choice. See the Oracle brush model in the QuakeLab's Architecture section for further details. ENTITIES: func_button, trigger_once, func_door, monsters (optional), trigger_counter WHAT TO DO: For the sake of time, I am going to assume that you have at least basic knowledge regarding buttons, triggers, shootable buttons, etc. If you have no clue what i am talking about, the QuakeLab has many example maps on how to make these items work. 1) Make your 3 boxes, and make them so that they can only be opened when triggered at the proper time. This requires giving each of them a "targetname", like "box1" or "box2". Your first box, ideally, should be triggered when you 'awaken the oracle', possibly by placing a shootable button near the Oracle brush, as I have done here, or even on the forehead of the Oracle. This opens the first box, and a trigger_once on the inside gives you your first clue, and opens the first door, in this case, a trip to the local Shambler. 2) Add your shambler, which, in this case, is targeted to box2, so that when you kill him, the box opens, and gives you your second clue, along with opening the door to the second room. 3) In this case, the second room has a series of 4 buttons that must be shot in order to open the third box. This is accomplished by creating a trigger_counter, and setting its count to 4. Then you target all 4 buttons to the trigger_counter, which, in turn, is targeted to the third and final box. In my map, the clue is very important to figure out what to do in the second room. This would add a much more important element in a larger map. 4) The rest is easy, make the inside of the 3rd box trigger the door to the exit. OPTIONS/COMMENTS: This is a demonstration of the central hub approach - it can form the basis for an entire level or make up a portion of one. The tasks set out to the player in this demo map are an example of what this is all about - obviously there are an unlimited number of conceivable tasks. Other tasks would be things such as getting the Gold/Blue key.