The Razor Blades - from The QuakeLab The QuakeLab - http://www.in2nett.com/stevefu/QuakeLab TEXTURES: Up to you. No set standard. ENTITIES: func_train, path_corner, trigger_push, trigger_hurt WHAT TO DO: Make the wind tunnel (see the article at QuakeLab for more information on these) fairly long so that the victim has a chance to see the blades just before he is shredded - just a psychological thing. Make the exit room and connect the wind tunnel corridor to it. Make the blades, or use the ones provided. Make two sets and stagger them as depicted in the file. Multiselect all the brushes of one side's blades and designate them func_trains all in one shot. This will allow them to move in unison. Do the same for the other side's blades. Set the func_trains' speeds to 450. Make two path corners for each set of blades. They should be positioned at the level of the lowest blades of their respective sides, see the MAP file. The blades do not consistently chop into the victim (it depends on when he enters the wind tunnel) so copy the end wall of the wind tunnel and position it so that it overlaps the blades and blocks the exhaust into the adjoining room. Designate this brush a trigger_hurt with a dmg of about 500 - the brush will become an invisible entity. Make an entry setup to the tunnel by making a teleporter (see QuakeLab) or perhaps just a simple drop hole into the wind tunnel. Keep the blades and trigger_hurt close to the exit room so that the gibs will usually fly into the room. Gibs and monsters are unaffected by trigger_push. OPTIONS: Place another small trigger_push that points upward just before the trigger_hurt. This will propel the player upwards briefly and might increase the consistency with which more gibs fly into the adjoining room. Set the sounds to 1 if you want the ratcheting noise.