Exploding Walls v1.0 from The QuakeLab The QuakeLab - http://www.in2nett.com/stevefu/QuakeLab TEXTURES: Any texture you need, use a decent, appropriately rough looking 'core' texture for the new edges of the walls after detonation. ENTITIES: FUNC_DOOR, TRIGGER_ONCE, TRAP_SPIKESHOOTER, MISC_EXPLOBOX WHAT TO DO: Make a room with a room adjoining it. The wall between these two rooms will be turned into the explodable wall. Make a few copies of this wall brush. Take the first of these identical wall brushes and use another identical brush at an angle to do a bit of brush subtraction. Take an uncut copy of the original brush, place it exactly over the cut piece, select the cut piece, and subtract the uncut piece from the cut piece. Do this over and over until you feel your explodable wall has enough chunks. Select all these chunks and move them back into the level to block passage from one room to the next. Then, one at a time, designate each chunk (don't make too many) a func_door and give it a targetname (same one for all chunks), angle, speed of 500, and a wait of -1. Also ensure that the door_dont_link flag is set for each chunk so that you don't get a "cross connected doors" error when you try to run the level. To make it 'blow open' you have to create a trigger_once that is the same size as the original wall brush, so that it fits nicely over all the chunks that make up the wall. The trigger_once should target the chunks targetname and it should have a health of 100 (for a single rocket impact to set it off.) Make the trigger stick out a few units from the wall surface. That's it. OPTIONS: If you want a bigger explosion and more noise, put several misc_explobox entities (radioactive power boxes) in the room just behind the door. Then put a trap_spikeshooter behind the boxes. Make another trigger_once that perfectly overlaps the door's trigger and give the new trigger a delay of 0.1. This trigger should target the spikeshooter. Make sure the spikeshooter's angle is set to fire at the boxes. Just after the door is triggered, the spikeshooter fires once, and sets off the boxes, looks and sounds better. You can stick non-functional chunks in the exploding wall's outer frame so that jagged bits stick inward. This is highly recommended and will eliminate the need for fiddling with lip settings for the chunks. Finally, the next version of this door (I keep thinking of it as a door for some reason) will have debris (probably matching the hole) strewn about after detonation. The chunk-edge textures will be applied - this is a pain. The adjoining room is currently difficult for a player to squeeze into. The chunks should be offset a bit to suggest a crack, rather than a flawless wall (it wouldn't be noticed.)