The Oracle - brush model by Warren Lancashire

The QuakeLab - http://www.in2nett.com/stevefu/QuakeLab

        TEXTURES:

        WIZ1_1

        ENTITIES:

        NONE - see 'Options/Comments' below

        WHAT TO DO:

        Copy the brushes into your brush library or level.

        OPTIONS/COMMENTS:

        This is a component which is provided in an unaltered form.
        Gargoyle-like formations such as the 'oracle' are useful for
        spikeshooters and other traps. The 'oracle' concept arose from
        the idea of putting a single-player "clue provider" into a level
        in which there was a central location from which the player had
        to embark upon several brief trips. At the end of each trip would
        be one or more monsters that posed a significant challenge to the
        player.

        The message providing triggers that would form the Oracle's
        'hints' would be encased in boxes placed at the front of the
        pedestal. This would prevent the player from triggering the
        messages prematurely. The monster(s) at the end of the areas
        sprouting from the Oracle's central hub would target the boxes
        guarding the message triggers.

        Eg: Player walks into Oracle room. Three waist-high, ECOP1_1
        textured boxes sit just in front of the Oracle. Three passages
        (other than the entry) lead to other parts of the level. Each
        passage leads to a monster. When the monster is killed, the
        box sinks into the floor or otherwise vanishes, allowing the
        player to walk into the message trigger. The message might say
        "Bring me the head of a Shambler!" and the player would have to
        find a Shambler in one of the remaining two passages. The Shambler
        would target the next 'hint-box' and the player would get some
        kind of useful clue on the last box, as a reward for his efforts.
        This might be a clue warning the player of a danger later on in
        the level, or might provide a valuable message relating to the
        order in which a set of buttons (in some other chamber) must be
        pressed later on in the level: eg: '5 3 2 4 1' (push fifth button,
        then the third button, etc.) This might, for example, then result in
        the convenient opening of a door leading to the exit.

        Remember that messages cannot be very long (only one line on the
        screen) so you'll have to be creative in providing hints and other
        directive messages to the player. 

        An example level will hopefully be produced the The QuakeLab in the
        near future. Stay tuned...
        




