The Deep Fryer Cage - from The QuakeLab based on a concept by Spurious Logik The QuakeLab - http://www.in2nett.com/stevefu/QuakeLab TEXTURES: Use any one of the two LAVA textures for the lava.:> The rest is up to you. ENTITIES: func_door, func_plat, weapons or keys (as bait) WHAT TO DO: Make the cage - blanks are provided just outside valid player space in the MAP. Make another cage with a pillar (also provided) so that you will have the deathmatch version as well. Make a lava pit, should be a little larger in diameter than the cage. A handy tip: whenever you make something that involves a bit of movement and might be somewhat complex, it's a good idea to make the 'static' parts first, and implement the moving parts last. First the single player version: This is a func_door. Make the cage a func_door entity with a high speed (600 to 800) and place it at the bottom of the lava pit. Make sure that the cage is not visible from the lava's surface. Set the door's angle to -1 (the up direction) and give it a substantial negative lip value - this will depend on how high you want it to go. Then put in a key, weapon, or powerup - the problem is that the entities are affected by gravity and will not conveniently hang in mid-air. You will have to put in a stand of some sort, or, if you are sufficiently cruel, just put in a trigger that sends a message to the player that reads, "Go for a hot bath" and let the bait sit in the lava pit. At any rate, the bait should target the cage. This will set it off and take the player up. Then if the player isn't paying attention - this is a trap that really works best the first time around - he will be headed straight back down into the "deep frier." The deathmatch version is a func_plat. Designate the pillar and the cage as such, all in one shot. Make the pillar so that its bottom end just touches the floor of the lava pit. Then set the speed to a high value (600 to 800) and set the plat_low_trigger flag. Don't forget to put in the bait. And remember that plats must be drawn up in the extended position. Finally, you will want the two versions to show up as required, not conflicting with one another. Set the easy, medium, hard and dm flags of the func_plat/func_door to the on/off (may depend on your editor) position as required to ensure that the right cage is used in the right type of gameplay. The same goes for the bait, if it is to be different for the two modes of play. Try starting a deathmatch game on your computer - no deathmatch starts, just pretend for now, and see the difference between the two modes in the demo *.BSP file. OPTIONS: This is based on Spurious Logik's (a person) CAGE.MAP which was a straightforward rectangular cage that came smashing down from above. Clearly there are many ways to develop the 'cage' concept - try a variety of approaches to the cage's appearance, size, and role in your level should you decide to use one. A cage can also serve as the basis for a small, one-player gondola.