The Jaws - by Mark Rohrer, QuakeLab Associate The QuakeLab - http://www.in2nett.com/stevefu/QuakeLab TEXTURES: ECOP1_1 for the spikes is recommended, but is not required. ENTITIES: func_door, trigger_multiple WHAT TO DO: Make the doorway, and make large brushes that form the doorframe. Using brush subtraction, cut holes into the doorframe so that the jaws appear to have sockets to retract into. Make the jaws by making long, pointed pyramidal shapes. Position them so that their tips are barely visible, protruding from the sockets. Designate all the 'teeth' on one side of the doorway a func_door and set the 'angle' so that the teeth move inward towards the doorway. Do the same for the teeth on the other side. Set the 'sounds' field for these doors as desired. Set the 'speed' - 100 is a normal door, so you'll want to set it at about 300. Most important is the 'dmg' field - set this for both sets of teeth to about 8. You may need to set up a trigger_multiple (which targets the jaws) that fills up the doorway so that the player is guaranteed to trigger the jaws - this is not likely to be necessary, but it doesn't hurt. OPTIONS/COMMENTS: The jaws in the demo bsp are not properly lit and appear completely dark when they fire into the doorway. This can be avoided by careful placement of light entities so that more light hits the retracted spikes.