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. 

