The Gondola - from The QuakeLab The QuakeLab - http://www.in2nett.com/stevefu/QuakeLab TEXTURES: SFLOOR4_2 for X-beams, floor, and cable. TECH10_1 for gondola skeleton. TLIGHT08 for central support link. ENTITIES: path_corner & func_train WHAT TO DO: Making the gondola skeleton - what do you want it to look like? The gondola is a room whose brushes have simultaneously been designated func_trains, but made to look fancier. Make a bunch of beam-like brushes and position them together to form the skeleton. Install the floor. Make skinny brushes to form the cable - you can make the cable twist and turn, but the more directional changes you make, the more work there is to do later on. Install a support link that makes it look like the gondola is suspended from the cable. Select the brushes that make up the gondola (not the cable) and make the collection a func_train with whatever speed you want. (100 default is recommended.) Making it move - Put path_corners in. The lower left hand corner (assuming top view) of the gondola is where the first path_corner (targeted by the func_train) should go. Thus all path_corners along the route should be accordingly shifted to the 'anticipated' lower left corner - don't put the path_corners along the cable itself or the gondola will not appear to be running along the cable. OPTIONS: This thing shouldn't be used with reckless abandon, since gondolas tend to use up a lot of space (unless it's only got room for one player.) Large spaces in Quake aren't a good idea - it takes too long to compile. The entry-exit setup in the GONDOLA.ZIP file is primitive - a hole in the floor for an exit, and two gaps in the skeleton for access from the top. You might want to play around with making a better entry-exit arrangement.